Release of project DXVK 1.5.1 implementing Direct3D 9/10/11 on top of the Vulkan API.

Created layer release DXVK 1.5.1, providing implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10, and 11, working through call translation to the Vulkan API. To use DXVK requires the presence of drivers supporting Vulkan API, such as
AMD RADV 18.3, NVIDIA 415.22, Intel ANV 19.0, and AMDVLK.
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 implementation of Direct3D 11, which operates over OpenGL.

Key Changes:

  • General performance optimization of Direct3D 9 has been implemented.
  • The implementation of depth offset in Direct3D 9 has been improved, resolving rendering issues such as missing shadows and decals in many games.
  • A bug leading to crashes due to division by zero when launching certain Direct3D 9-based games has been fixed.
  • Rendering issues in many Direct3D 9-based games using Pixel Shader 1.x have been resolved.
  • The dxvk.hud setting has been restored, which was mistakenly removed in branch 1.5.
  • The number of threads used for shader compilation has been optimized to reduce the negative impact on performance on 6- and 8-core CPUs (for manual adjustment, use the dxvk.numCompilerThreads option).
  • Issues in games GTA V, Halo CE, Need For Speed: Carbon, Risen 2, Sims 4, Trackmania Forever, and Vampire The Masquerade: Bloodlines have been resolved.

Source: opennet.ru

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