{"id":138798,"date":"2025-07-07T17:11:55","date_gmt":"2025-07-07T15:11:55","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-dxvk-2-7-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan"},"modified":"2025-07-07T17:11:55","modified_gmt":"2025-07-07T15:11:55","slug":"vypusk-dxvk-2-7-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/en\/blog\/news\/vypusk-dxvk-2-7-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan","title":{"rendered":"Release of DXVK 2.7, providing implementation of Direct3D 8\/9\/10\/11 over Vulkan API","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>The release of the DXVK 2.7 layer is now available, offering an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10, and 11, which operates through call translation to the Vulkan API. To use DXVK, Vulkan API 1.3 compatible drivers are required, 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 on Linux with Wine, serving as a higher-performance alternative to Wine's built-in Direct3D implementations that run on OpenGL.      <\/p>\n<p>Key Changes:  <\/p>\n<ul>\n<li class=\"l\"> The Vulkan extension VK_KHR_maintenance5 has been mandated, resulting in increased requirements for the drivers used. DXVK now requires at least RADV and ANV Vulkan drivers from Mesa 25.0 or proprietary NVIDIA drivers 550.54.14 (newer versions of Mesa 25.1 and NVIDIA 575.51.02 are recommended). Previously, DXVK could work with Mesa RADV 24.0, NVIDIA 535.183.01, and Intel ANV 24.0.\n<p>This change mainly affects Windows platform users utilizing AMD Polaris and Vega GPUs, whose support has been discontinued in the latest AMD drivers for Windows. Moreover, due to increasing compatibility issues, it has been decided to support Windows AMD drivers solely based on an exception principle.    <\/p>\n<li class=\"l\"> Shader descriptor management has been reworked and upgraded. On systems with relatively modern models of AMD and NVIDIA GPUs, the Vulkan extension VK_EXT_descriptor_buffer is used by default for descriptor management, significantly reducing CPU load. This change has enhanced the performance of CPU-intensive games such as Final Fantasy XIV, God of War, Metaphor: ReFantazio, and Watch Dogs 2. In some cases, while overall performance stability might increase, there may be a slight drop in performance in games that are GPU-bound. The optimization can be disabled with the setting dxvk.enableDescriptorBuffer.\n<li class=\"l\"> On systems with Intel Battlemage and Lunar Lake GPUs, a mode is enabled by default that periodically initiates a defragmentation process and returns unused memory to the system. This reduction of memory fragmentation leads to decreased peak memory consumption in games. The defragmentation can be controlled using the dxvk.enableMemoryDefrag setting.\n<li class=\"l\"> Discrete GPUs now take into account the driver-reported VRAM budget, and more actively return unused resources to the system when memory is low. This change has improved performance in many Unity engine games on systems with limited video memory.\n<li class=\"l\"> To simplify the maintenance of the codebase, support for outdated or rarely used features has been discontinued, such as state cache (which lost its purpose after the introduction of VK_EXT_graphics_pipeline_library) and the d3d9.forceSwapchainMSAA option.\n<li class=\"l\"> In D3D11 shaders, initializing all variables and shared buffers is now zeroed by default.\n<li class=\"l\"> Support for the ID3DDestructionNotifier interface has been added.\n<li class=\"l\"> Performance optimizations have been introduced, enhancing the performance of games on the Source engine.\n<li class=\"l\"> Resolved issues in the following games:\n<ul>\n<li> Astebreed\n<li> GTR \u2014 FIA GT Racing Game\n<li> JR EAST Train Simulator\n<li> LEGO City Undercover\n<li> Modulus\n<li> Star Trek: Starfleet Command III\n<li> Test Drive Unlimited 2\n<li> Wargame: European Escalation  <\/ul>\n<\/ul>\n<p>Source: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=63538\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0414\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0438 DXVK 2.7, \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0435\u0439 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044e DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10 \u0438 11, \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0449\u0443\u044e \u0447\u0435\u0440\u0435\u0437 \u0442\u0440\u0430\u043d\u0441\u043b\u044f\u0446\u0438\u044e \u0432\u044b\u0437\u043e\u0432\u043e\u0432 \u0432 API Vulkan. \u0414\u043b\u044f \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u044f DXVK \u0442\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f \u043d\u0430\u043b\u0438\u0447\u0438\u0435 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 API Vulkan 1.3, \u0442\u0430\u043a\u0438\u0445 \u043a\u0430\u043a Mesa RADV 25.0, NVIDIA 550.54.14 \u0438 Intel ANV 25.0. 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