New versions of DXVK 2.3.1 and vkd3d-proton 2.12 with Direct3D implementation on top of the Vulkan API

The release of the DXVK 2.3.1 layer is available, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 and 11, working through call translation to the Vulkan API. DXVK requires Vulkan 1.3 API-enabled drivers such as Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0, and AMDVLK. DXVK can be used to run 3D applications and games on Linux using Wine, serving as a higher performance alternative to Wine's built-in Direct3D 9/10/11 implementations running on top of OpenGL.

Major changes:

  • If the system supports the Vulkan extension VK_NV_raw_access_chains, it is used to increase the efficiency of generating shader code on NVIDIA GPUs, which makes it possible to bring the performance of some games using D3D11 closer to the performance when using Windows drivers. To work, you need at least NVIDIA 550.40.55 drivers and Proton Experimental versions installed.
  • For D3D9-based games, the method of copying system buffers to the GPU has been redesigned, resulting in improved performance in games such as Shank 2, Flammable Freddy and Blood Rayne.
  • Fixed issues that appeared in games:
    • Ace Combat Assault Horizon
    • Assassin's Creed 2
    • Battlefield 2
    • Battlefield 2142
    • Battlestations Midway
    • Blood Rayne
    • Codename Panzers Phase One/Two
    • Dead Space (2008)
    • Flammable Freddy
    • Flatout 3
    • Granblue Fantasy Relink
    • Exam 2
    • kenshi
    • mysims
    • Operation Flashpoint: Red River
    • Shank 2
    • Skydrift
    • Sonic CD
    • Supreme Ruler Ultimate
    • Tales from the Borderlands
    • The Settlers
    • Total War: Medieval 2
    • UK Train Simulator 1
    • War Thunder

In addition, Valve has published the release of VKD3D-Proton 2.12, a fork from the vkd3d codebase designed to improve Direct3D 12 support in the Proton game launcher. VKD3D-Proton supports Proton-specific changes, optimizations and improvements for better performance of Windows games based on Direct3D 12, which are not yet accepted into the main vkd3d. Of the differences, there is also a focus on using modern Vulkan extensions and the capabilities of recent releases of graphics drivers to achieve full compatibility with Direct3D 12.

Among the changes in the new version:

  • Added support for the NVIDIA Reflex engine using the Vulkan extension VK_NV_low_latency2.
  • Implemented D3D12 Render Pass API.
  • Added a stub for the ID3D12DeviceRemovedExtendedDataSettings interface, which solves problems with some games.
  • Added support for the Vulkan extension VK_EXT_device_fault to retrieve information about failures.
  • On systems with Mesa and NVIDIA drivers, support for the Vulkan extension VK_EXT_swapchain_maintenance1 is implemented for seamless switching between V-Sync and Tearing modes.
  • By default, if the VK_KHR_shader_maximal_reconvergence and VK_KHR_shader_quad_control extensions are available, support for Shader Model 6.7 is declared.
  • For Intel Arc GPUs with support for the VK_EXT_descriptor_buffer extension, an optimized descriptor copy handler has been added.
  • The ability to rollback to the use of compute shaders on systems with NVIDIA Pascal and older GPUs has been provided, allowing the use of Shader Model 6.7 on systems with NVIDIA Pascal GPUs.
  • Added support for the VKD3D_QUEUE_PROFILE profiling mode.
  • Added support for the Vulkan extension VK_NV_raw_access_chains, which can significantly improve performance in some games on systems with NVIDIA GPUs.
  • Problems with games resolved:
    • Games powered by Unreal Engine 5
    • Atlas Fall
    • Persona 3 Reload
    • Resident Evil 4
    • UE5 Lyra
    • Warhammer: Darktide
    • World of Warcraft

Source: opennet.ru

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