Release of DXVK 2.4.1, a Direct3D implementation on top of the Vulkan API

DXVK 2.4.1 is now available, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10, and 11, working via call translation to the Vulkan API. DXVK requires drivers that support the Vulkan 1.3 API, 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 in 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:

  • Dynamic allocation of memory areas is provided taking into account the size of memory already allocated to the application. The change allowed us to get rid of the dxvk.maxChunkSize setting and improve the behavior of many game launchers.
  • Improved overall stability of the D3D8 implementation by fixing various memory leaks and error handling.
  • Optimized the vertex buffer loading process. Significantly improved the performance of some games that use software vertex processing.
  • When using the AMDVLK driver, strict floating point emulation mode (D3D9FloatEmulation::Strict) is enabled by default.
  • Implemented a stage for eliminating unused code, solving problems with the generation of incorrect SPIR-V shaders.
  • To bring the behavior closer to Windows Ensured exit from full-screen mode after switching focus from windows with games using D3D11.
  • Fixed issues that appeared in games:
    • Batman Arkham Knight
    • Chrome: Gold Edition
    • GTA: San Andreas
    • Hunt showdown
    • Ken: Bridge of Spirits
    • Microsoft Flight Simulator
    • Operation Racoon City
    • Prince of Persia (2008)
    • Rayman 3
    • Senran Kagura Peach Ball
    • Serious Sam 2
    • Splinter Cell: Pandora Tomorrow
    • The First Templar
    • The Sims 2
    • The Sims 4
    • Trails through Daybreak

Source: opennet.ru

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