Release of DXVK 1.7, an implementation of Direct3D 9/10/11 over the Vulkan API

Created layer release DXVK 1.7, 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 1.1, including AMD RADV 19.2, 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:

  • Support for Vulkan API extensions has been added: VK_EXT_custom_border_color (the use of this for supporting border colors in the Sampler has resolved many issues in Direct3D 9-based games, including Crysis and Halo 2 Vista) and VK_EXT_robustness2 (similarly to D3D11, used for handling out-of-bounds resource access). To use these extensions, wine 5.8 is required, as well as AMD and Intel drivers from Mesa 20.2-dev or NVIDIA driver 440.66.12-beta;
  • Optimized the application of cleaning operations and
    barriers during rendering, which has slightly improved the performance of some games;
  • In D3D11 games, the ability to use compute queues for asynchronous resource loading has been added, if the driver (e.g., RADV) does not support a separate transfer queue;
  • Some DXGI 1.6 functionality has been implemented, which will be used in future releases of World of Warcraft;
  • Memory consumption in D3D9 has been reduced, which has avoided memory exhaustion in some games, such as Toxikk;
  • Fixed Vulkan validation errors in Cloudpunk and other games misusing the resource buffer;
  • Resolved issues when building with GCC 10.1;
  • Addressed various issues related to D3D9;
  • Revised the dxgi.tearFree option;
  • Resolved issues in games Fallout New Vegas, Freelancer, GTA IV, and Halo Custom Edition;
  • Support for building with winelib. DXVK now requires MinGW for building.

Source: opennet.ru

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