Release of DXVK 1.8, implementing Direct3D 9/10/11 on top of the Vulkan API

The release of the DXVK 1.8 layer has been formed, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10, and 11, working through the translation of calls to the Vulkan API. To use DXVK, drivers supporting Vulkan API 1.1 are required, such as Mesa RADV 20.2, NVIDIA 415.22, Intel ANV 19.0, and AMDVLK. DXVK can be used to run 3D applications and games on Linux through Wine, serving as a higher-performance alternative to the Direct3D 9/10/11 implementations built into Wine, which operate on OpenGL.

Key Changes:

  • DXGI includes support for multi-monitor configurations. A relatively recent version of Wine supporting XRandR 1.4 is required for proper functioning.
  • To address issues with running games on systems without a dedicated GPU, software implementations of Vulkan, using the CPU, such as Lavapipe, have been added to the rasterizer list.
  • Optimized image layout parameter changes in memory, which has improved the performance of certain games on Intel GPUs.
  • In the Direct3D 9 implementation, the texture loading process and visibility checks of objects blocking other objects have been optimized. Issues with incorrectly returning the list of supported back buffer formats have been resolved.
  • In Direct3D 11, settings d3d11.enableRtOutputNanFixup (for older versions of the RADV driver) and d3d11.invariantPosition (to fix Z-fighting issues manifesting on RDNA2 GPUs) are enabled by default. Problems with reference counting and handling undefined values (NaN) in shaders have been fixed.
  • Warnings during builds with new versions of the Meson toolchain have been eliminated.
  • Issues in the games Atelier Ryza 2, Battle Engine Aquila, Dark Messiah of Might & Magic, Everquest, F1 2018/2020, Hitman 3, Nioh 2, and Tomb Raider Legend have been resolved.

Source: opennet.ru

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