Release of DXVK 1.10 and VKD3D-Proton 2.6, Linux implementations of Direct3D

The release of the DXVK 1.10 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 drivers that support the Vulkan 1.1 API, 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 Wine's built-in Direct3D 9/10/11 implementations running on top of OpenGL.

Major changes:

  • Removed redundant thread synchronization handlers used when loading resources in D3D11 and D3D9 implementations. The change significantly improved the performance of Assassin's Creed: Origins and other games based on the AnvilNext engine, and also had a positive impact on the performance of Elex II, God of War and GTA IV.
  • Optimized the use of D3D11_MAP_WRITE for resources loaded on the GPU, improving the performance of Quantum and potentially other applications.
  • Optimized the execution of the UpdateSubresource operation to update small fixed buffers. The change had a positive impact on the performance of God of War and possibly other games.
  • Speed ​​up the processing of loading resources and intermediate buffers in D3D11. The change reduced the CPU load in some games.
  • Information useful for diagnosing performance issues has been added to the HUD, such as timing information.
  • The GPU synchronization code has been removed from the use of idle cycles (busy-waiting), which has reduced the power consumption on mobile devices in some games.
  • Added a stub for calling 3D11On12CreateDevice, which previously caused applications to crash.
  • Improved performance for Total War: Warhammer III, Resident Evil 0/5/6, Resident Evil: Revelations 2.
  • Fixed issues in ArmA 2, Black Mesa, Age of Empires 2: Definitive Edition, Anno 1800, Final Fantasy XIV, Nier Replicant, The Evil Within.

In addition, Valve has published the release of VKD3D-Proton 2.6, 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.

In the new version:

  • Resolved issues in Horizon Zero Dawn, Final Fantasy VII: Remake and Warframe, Guardians of the Galaxy, Elden Ring, and Age of Empires: IV.
  • DXIL has improved generated shader code for vectorized load and save operations.
  • Reduced CPU load when copying descriptors.
  • The D3D12 pipeline library has been rewritten to cache the SPIR-V representation generated from DXBC/DXIL. The change allowed faster loading of games such as Monster Hunter: Rise, Guardian of the Galaxy, and Elden Ring.
  • The 6.6 shader model is fully implemented, including support for direct access to ResourceDescriptorHeap[], 64-bit atomic operations, the IsHelperLane() method, derived compute shaders, the WaveSize attribute, and packaged math intrinsics (Intrinsics).

Additionally, we can note the publication by Valve of the SteamOS Devkit Service and SteamOS Devkit Client code with the implementation of the server and client, which allow you to download assemblies of your own games directly from your computer to the Steam Deck, as well as perform debugging and other related tasks that arise during the development process.

Source: opennet.ru

Add a comment