{"id":106485,"date":"2023-01-25T18:48:11","date_gmt":"2023-01-25T16:48:11","guid":{"rendered":"https:\/\/prohoster.info\/?p=106485"},"modified":"2023-01-26T10:23:09","modified_gmt":"2023-01-26T08:23:09","slug":"vypusk-dxvk-2-1-realizaczii-direct3d-9-10-11-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/es\/blog\/news\/vypusk-dxvk-2-1-realizaczii-direct3d-9-10-11-poverh-api-vulkan","title":{"rendered":"Lanzamiento de DXVK 2.1, implementaci\u00f3n de Direct3D 9\/10\/11 sobre la API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Est\u00e1 disponible el lanzamiento de la capa DXVK 2.1, que proporciona la implementaci\u00f3n de DXGI (Infraestructura Gr\u00e1fica de DirectX), Direct3D 9, 10 y 11, funcionando a trav\u00e9s de la traducci\u00f3n de llamadas a la API Vulkan. Para utilizar DXVK, se requiere tener controladores que soporten la API Vulkan 1.3, como Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 y AMDVLK. DXVK se puede usar para ejecutar aplicaciones y juegos en 3D en Linux mediante Wine, actuando como una alternativa de mayor rendimiento a las implementaciones de Direct3D 9\/10\/11 integradas en Wine, que operan sobre OpenGL.        <\/p>\n<p>Principales cambios:  <\/p>\n<ul>\n<li class=\"l\"> En sistemas que soportan el espacio de color HDR10, se puede activar HDR estableciendo la variable de entorno DXVK_HDR=1 o especificando el par\u00e1metro dxgi.enableHDR = True en el archivo de configuraci\u00f3n. Tras activar HDR, los juegos pueden detectar y utilizar el espacio de color HDR10 en presencia del paquete vkd3d-proton 2.8 o una versi\u00f3n m\u00e1s reciente. Los principales entornos de usuario en Linux a\u00fan no soportan HDR, pero hay soporte para HDR en el compositor Gamescope, que se puede habilitar usando la opci\u00f3n \"\u2014hdr-enabled\" (actualmente funciona solo en sistemas con GPU AMD usando un n\u00facleo de Linux con parches josh-hdr-colorimetry). <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/es\/server\/dts-newyork\/\"   title=\"servidor\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"2741\">servidor<\/a> Gamescope, para la cual se debe usar la opci\u00f3n &#171;&#8212;hdr-enabled&#187; (actualmente solo funciona en sistemas con GPU AMD utilizando un n\u00facleo de Linux con parches josh-hdr-colorimetry).\n<li class=\"l\"> Para juegos antiguos que soportan suavizado con muestreo m\u00faltiple (MSAA, Anti-Aliasing de M\u00faltiples Muestras), se han a\u00f1adido configuraciones d3d9.forceSampleRateShading y d3d11.forceSampleRateShading que habilitan el modo de Sample Rate Shading para todos los sombreadores, lo que permite mejorar la calidad de las im\u00e1genes en los juegos.\n<li class=\"l\"> En las versiones para Linux se ha a\u00f1adido un backend GLFW, que se puede usar como alternativa al backend SDL2.\n<li class=\"l\"> Mejorada la l\u00f3gica de transmisi\u00f3n de comandos D3D11 para acercar el comportamiento de DXVK a los controladores nativos D3D11 y lograr un rendimiento m\u00e1s predecible.\n<li class=\"l\"> Ashes of the Singularity.\n<li class=\"l\"> Se han solucionado problemas que se presentaban en los juegos:\n<ul>\n<li class=\"l\"> Battlefield: Bad Company 2.\n<li class=\"l\"> Gujian 3.\n<li class=\"l\"> Resident Evil 4 HD.\n<li class=\"l\"> Saints Row: The Third.\n<li class=\"l\"> Sekiro.\n<li class=\"l\"> Sonic Frontiers.\n<li class=\"l\"> Supreme Commander: Forged Alliance.\n<li class=\"l\"> En openSUSE se ha simplificado el proceso de instalaci\u00f3n del c\u00f3dec H.264     <\/ul>\n<\/ul>\n<p>Fuente: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58545\">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 2.1, \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 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 22.0, NVIDIA 510.47.03, Intel ANV 22.0 \u0438 AMDVLK. DXVK \u043c\u043e\u0436\u0435\u0442 \u043f\u0440\u0438\u043c\u0435\u043d\u044f\u0442\u044c\u0441\u044f \u0434\u043b\u044f \u0437\u0430\u043f\u0443\u0441\u043a\u0430 3D-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 \u0438 \u0438\u0433\u0440 \u0432 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-106485","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0414\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0438 DXVK 2.1, 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