Release of the DXVK 1.3 project with Direct3D 10/11 implementation over the Vulkan API

Created layer release DXVK 1.3, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 10 and Direct3D 11, operating 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 Direct3D 11 implementation built into Wine, which operates on top of OpenGL. In some games the performance of the Wine+DXVK combination differs is 10-20% better than running on Windows, while using the Direct3D 11 implementation based on OpenGL shows a more significant performance drop.

Added improvements:

  • Optimization has been implemented using the 'discard' instruction in shaders, based on the Vulkan extension VK_EXT_shader_demote_to_helper_invocation, which can boost performance in some games. To utilize the optimization, the component winevulkan and drivers must be updated (Intel to Mesa 19.2-git and NVIDIA to proprietary driver 418.52.14-beta, AMD drivers do not yet support the VK_EXT_shader_demote_to_helper_invocation extension);
  • Asynchronous processing of rendering output to the display has been ensured (stage presentation). To reduce delays in the main rendering thread, output processing now occurs in the command submission thread. The performance gain from asynchronous processing is particularly noticeable when outputting at a high frame rate and during resource-intensive command submissions. Games like Quake Champions show performance improvements when running on systems with AMD GPUs;
  • The ability for initial resource loading using copy engines provided by Vulkan-capable devices has been introduced (currently supported only by AMDVLK and NVIDIA drivers). This new capability slightly improves frame time consistency in games that load a large number of textures during gameplay;
  • Error logging has been improved in low memory conditions;
  • Compatibility with MSVC (Microsoft Visual C++) has been enhanced;
  • Redundant cyclic checks during output have been eliminated, which can significantly reduce CPU load in scenarios with limited GPUs;
  • The issue of double mapping of subresources in images, which occurred in the game Final Fantasy XIV, has been resolved;
  • A crash due to incorrect behavior of the RSGetViewport method, observed in the game Scrap Mechanic, has been fixed.

Source: opennet.ru

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