Release of DXVK 2.7, Direct3D 8/9/10/11 implementations on top of the Vulkan API

DXVK 2.7 is now available, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10, and 11, running via call translation to the Vulkan API. DXVK requires drivers that support the Vulkan 1.3 API, such as Mesa RADV 25.0, NVIDIA 550.54.14, and Intel ANV 25.0. 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 implementations running on top of OpenGL.

Major changes:

  • The Vulkan extension VK_KHR_maintenance5 has been moved to mandatory, which has increased the requirements for the drivers used. DXVK now requires at least the RADV and ANV Vulkan drivers from Mesa 25.0 or the proprietary NVIDIA 550.54.14 drivers (it is recommended to use newer versions of Mesa 25.1 and NVIDIA 575.51.02). Previously, DXVK could work with Mesa RADV 24.0, NVIDIA 535.183.01, and Intel ANV 24.0.

    The change will primarily affect platform users. Windows, using AMD Polaris and Vega GPUs, which are no longer supported in current AMD drivers for WindowsMoreover, due to growing compatibility issues, it was decided to support Windows AMD drivers only for the rest of the principle.

  • Shader descriptor management has been reworked and modernized. On systems with relatively new AMD and NVIDIA GPU models, the Vulkan extension VK_EXT_descriptor_buffer is used by default to work with descriptors, which allows to significantly reduce the load on the CPU. The change made it possible to increase the performance of games tied to CPU performance, such as Final Fantasy XIV, God of War, Metaphor: ReFantazio and Watch Dogs 2. In some situations, against the background of more stable overall performance, a slight drop in performance may be observed in games tied to GPU performance. The dxvk.enableDescriptorBuffer setting can be used to disable optimization.
  • On systems with Intel Battlemage and Lunar Lake GPUs, a mode is enabled by default that periodically launches the process of defragmentation and returns unused memory to the system. Due to the reduction of memory fragmentation, a decrease in peak memory consumption in games is observed. The dxvk.enableMemoryDefrag setting is provided to control the inclusion of defragmentation.
  • On discrete GPUs, the driver's VRAM budget data is now taken into account whenever possible, and unused resources are more actively returned to the system when the system is low on memory. The change has improved performance in many Unity games on systems with limited VRAM.
  • In order to simplify the maintenance of the code base, support for deprecated or rarely used features such as the state cache (which became meaningless after the VK_EXT_graphics_pipeline_library extension appeared) and the d3d9.forceSwapchainMSAA option has been discontinued.
  • In D3D11 shaders, zeroing out all variables and shared buffers is enabled by default when initializing.
  • Added support for the ID3DDestructionNotifier API.
  • Optimizations have been made to improve the performance of games running on the Source engine.
  • Fixed problems in games:
    • Astebreed
    • GTR - FIA GT Racing Game
    • JR EAST Train Simulator
    • Lego city undercover
    • Modulus
    • Star Trek: Starfleet Command III
    • Test Drive Unlimited 2
    • Wargame: European Escalation

Source: opennet.ru

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