{"id":105517,"date":"2022-11-10T21:36:38","date_gmt":"2022-11-10T19:36:38","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan"},"modified":"2022-11-10T21:36:38","modified_gmt":"2022-11-10T19:36:38","slug":"vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/news\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","title":{"rendered":"Rilascio di DXVK 2.0, implementazione di Direct3D 9\/10\/11 sopra l'API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00c8 disponibile il rilascio della versione 2.0 del layer DXVK, che fornisce un'implementazione di DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 e 11, funzionante tramite la traduzione delle chiamate all'API Vulkan. Per utilizzare DXVK sono necessari driver che supportino l'API Vulkan 1.3, come Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 e AMDVLK. DXVK pu\u00f2 essere utilizzato per eseguire applicazioni e giochi 3D su Linux tramite Wine, fungendo da alternativa ad alte prestazioni alle implementazioni incorporati in Wine di Direct3D 9\/10\/11, funzionando sopra OpenGL.        <\/p>\n<p>Variazioni principali:  <\/p>\n<ul>\n<li class=\"l\"> Sono stati aumentati i requisiti per la versione dell'API grafico Vulkan: ora \u00e8 necessario un driver che supporti Vulkan 1.3 (in precedenza era necessario Vulkan 1.1), il che ha consentito l'implementazione di nuove funzionalit\u00e0 relative alla compilazione degli shader. In pratica, DXVK 2.0 pu\u00f2 essere eseguito su qualsiasi sistema in cui sia supportato l'uso del pacchetto Proton Experimental per l'esecuzione di giochi basati su D3D11 e D3D12. Per l'utilizzo di winevulkan \u00e8 necessario avere almeno Wine 7.1.\n<li class=\"l\"> \u00c8 stato incluso il codice del progetto dxvk-native, che consente di creare build native di DXVK per Linux (non vincolate a Wine), che possono essere utilizzate non per eseguire applicazioni Windows, ma in normali applicazioni Linux, il che pu\u00f2 essere utile per creare porting di giochi per Linux senza modificare il codice di rendering basato su D3D.\n<li class=\"l\"> \u00c8 stata ampliata la supporto per Direct3D 9, incluso un miglioramento della gestione della memoria (per memorizzare copie delle texture sono stati utilizzati file riflessi in memoria), \u00e8 stato implementato il supporto per la lettura corretta dalle aree attive di rendering (risolvendo problemi con l'emergere di artefatti durante il gioco a GTA IV) e la realizzazione della verifica della trasparenza \u00e8 stata rielaborata.\n<li class=\"l\"> Per Direct3D 10 \u00e8 cessata la fornitura delle librerie d3d10.dll e d3d10_1.dll, che non venivano installate di default a causa della presenza in wine di una implementazione D3D10 pi\u00f9 avanzata. Tuttavia, il supporto per l'API D3D10 \u00e8 continuato nella libreria d3d10core.dll.\n<li class=\"l\"> Il supporto per Direct3D 11 \u00e8 stato portato al livello di funzionalit\u00e0 12_1 (D3D11 Feature Level), per raggiungere il quale sono state implementate funzionalit\u00e0 come risorse a mosaico (Tiled Resources), rasterizzazione conservativa (Conservative Rasterization) e rendering ordinato nel rasterizzatore (Rasterizer Ordered Views).\n<li class=\"l\"> L'interfaccia ID3D11DeviceContext \u00e8 stata riprogettata e ora si comporta in modo pi\u00f9 simile a Windows, rappresentando il contesto del dispositivo che genera i comandi di rendering. La riprogettazione ha migliorato la compatibilit\u00e0 con le librerie di terze parti e ridotto il carico sulla CPU. In particolare, il carico sulla CPU \u00e8 stato ridotto nei giochi che utilizzano attivamente contesti differiti (ad esempio, il gioco Assassin's Creed: Origins) o che invocano frequentemente l'operazione ClearState (ad esempio, il gioco God of War).\n<li class=\"l\"> Sono state apportate modifiche relative alla compilazione degli shader. Presso i driver Vulkan che supportano l'estensione VK_EXT_graphics_pipeline_library, \u00e8 stata implementata la compilazione degli shader Vulkan durante il caricamento degli shader D3D da parte dei giochi, invece che durante il rendering, risolvendo i problemi di stuttering dovuti alla compilazione degli shader mentre si gioca. L'estensione necessaria \u00e8 attualmente supportata solo dai driver proprietari NVIDIA, a partire dalla versione 520.56.06.\n<li class=\"l\"> Negli shader D3D11 \u00e8 stato impiegato un modello di memoria Vulkan.\n<li class=\"l\"> Rimosso il limite al numero di risorse che possono essere collegate contemporaneamente.\n<li class=\"l\"> Risolti problemi che si manifestavano nei giochi:\n<ul>\n<li> Alan Wake\n<li> Alice Madness Returns\n<li> Anomaly: Warzone Earth\n<li> Beyond Good and Evil\n<li> Dragon Age Origins\n<li> Empire: Total War\n<li> Final Fantasy XV\n<li> Grand Theft Auto IV\n<li> Heroes Of Annihilated Empires\n<li> Limit King Of Fighters XIII\n<li> Metal Gear Solid V: Ground Zeroes\n<li> SiN Episodes: Emergence\n<li> Sonic Generations\n<li> Spider Man\n<li> The Ship\n<li> Warhammer Online\n<li> Ys Seven  <\/ul>\n<\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58087\">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 2.0, \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-105517","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - 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 2.0, 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