Release of DXVK 2.5, implementing Direct3D 8/9/10/11 over the Vulkan API

The release of DXVK 2.5 is available, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10, and 11, working through call translation to the Vulkan API. To use DXVK, drivers supporting Vulkan API 1.3 are required, such as Mesa RADV 24.0, NVIDIA 535.183.01, Intel ANV 24.0, AMDVLK 2024.Q1.3, AMDGPU-PRO, and NVK 24.1. DXVK can be used to run 3D applications and games on Linux using Wine, serving as a higher-performance alternative to the built-in Wine implementations of Direct3D that operate over OpenGL.

Key Changes:

  • The memory and resource management code has been completely rewritten for more efficient handling of video memory. A defragmentation process now runs periodically, returning unused memory to the system. Memory return is initiated when the system is low on memory or when there is a large volume of unused memory (keeping a small amount of unused memory allocated is beneficial for speeding up subsequent memory allocation operations).

    Thanks to reduced memory fragmentation, there is a significant decrease in peak memory consumption in games like God of War, reaching up to 1 GB in certain situations. The best performance of the new memory management code is achieved with drivers that support Vulkan extensions VK_EXT_memory_budget and VK_KHR_maintenance5. The dxvk.enableMemoryDefrag setting allows you to control the activation of defragmentation, which is disabled for Intel ANV drivers.

  • Support for emulated cursors has been implemented for Direct3D 8/9, allowing any images to be set as the mouse cursor in games. This change solved cursor disappearance issues in Dungeon Siege 2, Act of War, and several older games based on Direct3D 8.
  • Strict emulation of floating-point calculations is enabled by default when using NVIDIA 565.57.01 and newer driver versions.
  • Work has been done to improve Direct3D 8/9 performance on mobile GPUs.
  • In Direct3D 11, the intensity of resource creation, loading, and returning operations is throttled when a certain memory allocation threshold is exceeded, which improves stability and reduces memory consumption in 32-bit games.
  • In DXGI, effects for sequential buffer swapping are implemented in the interchangeable virtual framebuffers (SwapChain), allowing games to read the content of already displayed buffers.
  • A backend based on the SDL3 library has been added for dxvk-native.
  • To enhance memory management efficiency, the Vulkan extension VK_EXT_pageable_device_local_memory is utilized, provided it is supported by the driver.
  • Issues manifesting in games have been addressed:
    • Ascension to the Throne
    • Call of Duty: Modern Warfare 2 Campaign Remastered
    • Command & Conquer: Generals
    • Diablo 4
    • Dishonored 2
    • King’s Bounty: Warriors of the North
    • Rayman 3
    • Ryse: Son of Rome
    • Sekiro: Shadows Die Twice
    • Tales of Arise
    • The Sims 4
    • Tomb Raider: Legend
    • Total War: Rome II
    • Vindictus
    • Yakuza 0
    • Yakuza Kiwami

Source: opennet.ru

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