Released DXVK 3.0, implementing Direct3D 8/9/10/11 on top of the Vulkan API

The release of DXVK 3.0 is now available, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10, and 11, which functions through call translation to the Vulkan API. To use DXVK, drivers supporting Vulkan API 1.4 are required, such as NVIDIA 575.51.02, Mesa AMD RADV 25.0, NVIDIA 25.1, and Intel ANV 25.1. DXVK can be used to run 3D applications and games on Linux using Wine, serving as a higher-performance alternative to the built-in Direct3D implementations in Wine that work on top of OpenGL.

Key Changes:

  • The dxbc-spirv shader compiler is utilized for all supported shader models. Shader compilation has been moved from the main thread to separate threads.
    Disk caching of the intermediate representation of shaders has been implemented (the cache is saved in the AppData/Local subdirectory of the current Wine prefix).
    Using dxbc-spirv has reduced memory consumption, shortened startup times, eliminated freezing issues, and resolved a number of problems that were evident in the games Postal: Brain Damaged, Snowrunner, Overwatch, God of War, Days Gone, and Final Fantasy XIV, which could not be fixed in the old shader translation code.
  • D3D9 support has been implemented for shader models 1-3.
  • By default, the Vulkan extension VK_EXT_descriptor_heap is utilized. Compared to the previously used descriptor storage based on the Vulkan extension VK_EXT_descriptor_buffer, the new implementation offers the same level of performance for CPU operations but reduces the load on the GPU, especially when using NVIDIA graphics cards. For operation on systems with NVIDIA graphics cards, at least version 595.84 of the proprietary NVIDIA drivers is required. The implementation based on VK_EXT_descriptor_buffer has been marked as deprecated and will be removed in one of the upcoming releases.
    In the Direct3D 9 implementation, instead of generating shaders on the fly, uber-shaders are now used, the optimized versions of which are compiled in the background, solving hanging issues in some older games, such as Unreal Tournament 2004. Buffer loading is managed on demand, as in Windows, instead of prematurely allocating in video memory, which has eliminated crashes of some 32-bit D3D9 games due to limited address space.
  • The Direct3D 9 implementation now utilizes uber-shaders instead of generating shaders on the fly, with optimized versions compiled in the background, resolving issues with some older games freezing, such as Unreal Tournament 2004. Buffer loading occurs as needed, similar to Windows, rather than pre-allocating in video memory, which has solved crashes of certain 32-bit D3D9 games due to limited address space.
  • The correct operation of multisampling (MSAA) in the D3DRS_MULTISAMPLEANTIALIAS mode is ensured on systems supporting Vulkan extensions VK_EXT_sample_locations and VK_EXT_extended_dynamic_state3, which resolved rendering issues in Anno 1701, Men of War, and other games when MSAA is enabled.
  • Support for working with shared resources in standard versions of Wine without additional patches from the Proton project is ensured.
  • The environment variable DXVK_FRAME_RATE, which was used for frame rate limiting, has been removed. Instead, external limiters such as Gamescope and Mangohud are recommended. To enable the built-in limiter, you can use the setting "dxvk.maxFrameRate = n".
  • Resolved issues in the following games:
    • Bioshock Infinite
    • Borderlands 2
    • Colin McRae Rally 3
    • Dirt Rally 2
    • Fallout New Vegas
    • Insurgency & Counter-Strike
    • Jump Space
    • Max Payne
    • Railroad Tycoon 3
    • Resident Evil 6
    • Sang-Froid: Tales of Werewolves
    • Sea Dogs
    • Splinter Cell 4
    • The I of the Dragon
    • The Sims 3
    • Total War: Pharaoh
    • Witch on the Holy Night
    • World of Final Fantasy
    • Vietcong
  • The minimum requirements for the graphics API version have been raised to Vulkan 1.4.
    Now, at least the following driver versions are required: AMD RADV 25.0, NVIDIA 575.51.02, NVIDIA 25.1, and Intel ANV 25.1.

Source: opennet.ru

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