The release of the DXVK 1.10 layer is now available, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10, and 11, functioning through call translation 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 using Wine, serving as a higher-performance alternative to the built-in Wine implementations of Direct3D 9/10/11 that operate over OpenGL.
Key Changes:
- Unnecessary thread synchronization handlers used during resource loading in D3D11 and D3D9 implementations have been removed. This change has significantly boosted the performance of Assassin's Creed: Origins and other AnvilNext engine-based games and has positively affected the performance of games like Elex II, God of War, and GTA IV.
- Optimization of D3D11_MAP_WRITE usage for resources loaded into the GPU has been carried out, enhancing the performance of the game Quantum and potentially other applications.
- The execution of the UpdateSubresource operation for updating small fixed buffers has been optimized. This change positively impacted the performance of God of War and possibly other games.
- Resource and intermediate buffer loading in D3D11 has been accelerated. This change reduced CPU load in some games.
- The debug HUD has been updated with information useful for diagnosing performance issues, such as synchronization details.
- The GPU synchronization code has been freed from busy-waiting, which has reduced power consumption on mobile devices in some games.
- A stub has been added for the 3D11On12CreateDevice call, which previously caused application crashes.
- Game performance has been improved for Total War: Warhammer III, Resident Evil 0/5/6, and Resident Evil: Revelations 2.
- Issues have been resolved in games like ArmA 2, Black Mesa, Age of Empires 2: Definitive Edition, Anno 1800, Final Fantasy XIV, Nier Replicant, and The Evil Within.
Additionally, Valve has released VKD3D-Proton 2.6, a fork from the vkd3d codebase, created to enhance support for Direct3D 12 in the Proton gaming startup package. VKD3D-Proton includes Proton-specific modifications, optimizations, and enhancements for better performance of Windows games based on Direct3D 12 that have not yet been integrated into the main vkd3d branch. Notably, it focuses on utilizing modern Vulkan extensions and the capabilities of the latest graphics driver releases to achieve full compatibility with Direct3D 12.
In the new version:
- Issues in games such as Horizon Zero Dawn, Final Fantasy VII: Remake and Warframe, Guardians of the Galaxy, Elden Ring, and Age of Empires IV have been resolved.
- DXIL has improved the generated shader code for vectorized load and store operations.
- CPU load has been reduced during descriptor copying.
- The D3D12 pipeline library has been rewritten to cache the SPIR-V representation generated from DXBC/DXIL. This change has sped up the loading of games like Monster Hunter: Rise, Guardians of the Galaxy, and Elden Ring.
- Shader Model 6.6 has been fully implemented, including support for direct access to ResourceDescriptorHeap[], 64-bit atomic operations, the IsHelperLane() method, derivative compute shaders, the WaveSize attribute, and packed mathematical intrinsic functions.
Additionally, Valve has published the SteamOS Devkit Service and SteamOS Devkit Client code with implementation server and client, allowing the loading of custom game builds directly from a PC to the Steam Deck, as well as performing debugging and other ancillary tasks that arise during development.
Source: opennet.ru
