{"id":114478,"date":"2024-03-21T12:25:47","date_gmt":"2024-03-21T10:25:47","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/novye-versii-dxvk-2-3-1-i-vkd3d-proton-2-12-c-realizacziej-direct3d-poverh-api-vulkan"},"modified":"2024-03-21T12:25:47","modified_gmt":"2024-03-21T10:25:47","slug":"novye-versii-dxvk-2-3-1-i-vkd3d-proton-2-12-c-realizacziej-direct3d-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/news\/novye-versii-dxvk-2-3-1-i-vkd3d-proton-2-12-c-realizacziej-direct3d-poverh-api-vulkan","title":{"rendered":"Nuove versioni DXVK 2.3.1 e vkd3d-proton 2.12 con implementazione di Direct3D sopra l'API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00c8 disponibile il rilascio del livello DXVK 2.3.1, che fornisce un'implementazione di DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 e 11, funzionante tramite la traduzione delle chiamate nell'API Vulkan. Per utilizzare DXVK \u00e8 necessario avere driver compatibili con 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 3D e giochi su Linux tramite Wine, fungendo da un'alternativa ad alte prestazioni alle implementazioni integrate di Wine di Direct3D 9\/10\/11, che funzionano sopra OpenGL.      <\/p>\n<p>Variazioni principali:  <\/p>\n<ul>\n<li class=\"l\"> Con il supporto dell'estensione Vulkan VK_NV_raw_access_chains nel sistema, \u00e8 garantito il suo utilizzo per migliorare l'efficienza della generazione del codice degli shader sulla GPU NVIDIA, il che permette di avvicinare le prestazioni di alcuni giochi che utilizzano D3D11 a quelle ottenute con i driver Windows. \u00c8 necessario avere almeno i driver NVIDIA 550.40.55 e installare le versioni Proton Experimental.\n<li class=\"l\"> Per i giochi basati su D3D9 \u00e8 stato riprogettato il metodo di copia dei buffer di sistema nella GPU, il che ha permesso di ottenere prestazioni migliori in giochi come Shank 2, Flammable Freddy e Blood Rayne.\n<li class=\"l\"> Risolti problemi che si manifestavano nei giochi:\n<ul>\n<li> Ace Combat Assault Horizon\n<li> Assassin's Creed 2\n<li> Battlefield 2\n<li> Battlefield 2142\n<li> Battlestations Midway\n<li> Blood Rayne\n<li> Codename Panzers Phase One\/Two\n<li> Dead Space (2008)\n<li> Flammable Freddy\n<li> Flatout 3\n<li> Granblue Fantasy Relink\n<li> Gujian 2\n<li> Kenshi\n<li> MySims\n<li> Operation Flashpoint: Red River\n<li> Shank 2\n<li> SkyDrift\n<li> Sonic CD\n<li> Supreme Ruler Ultimate\n<li> Tales from the Borderlands\n<li> The Settlers\n<li> Total War: Medieval 2\n<li> UK Train Simulator 1\n<li> War Thunder  <\/ul>\n<\/ul>\n<p>Inoltre, Valve ha pubblicato il rilascio di VKD3D-Proton 2.12, un ramo della base di codice vkd3d, creato per migliorare il supporto di Direct3D 12 nel pacchetto per l'esecuzione di giochi Proton. In VKD3D-Proton sono supportate modifiche, ottimizzazioni e miglioramenti specifici per Proton per un'esperienza di gioco Windows migliori nei titoli basati su Direct3D 12, che non sono ancora stati integrati nella versione principale di vkd3d. Tra le differenze si evidenzia anche l'orientamento verso l'utilizzo delle moderne estensioni Vulkan e delle capacit\u00e0 delle ultime versioni dei driver grafici per ottenere una compatibilit\u00e0 completa con Direct3D 12.      <\/p>\n<p>Tra le novit\u00e0 nella nuova versione:  <\/p>\n<ul>\n<li class=\"l\"> \u00c8 stato aggiunto il supporto per il meccanismo NVIDIA Reflex, utilizzando l'estensione Vulkan VK_NV_low_latency2.\n<li class=\"l\"> Implementato l'API D3D12 Render Pass.\n<li class=\"l\"> Aggiunta una soluzione per l'interfaccia ID3D12DeviceRemovedExtendedDataSettings, risolvendo problemi con alcuni giochi.\n<li class=\"l\"> Aggiunto il supporto per l'estensione Vulkan VK_EXT_device_fault per ottenere informazioni sui guasti.\n<li class=\"l\"> Nei sistemi con driver Mesa e NVIDIA \u00e8 stato implementato il supporto per l'estensione Vulkan VK_EXT_swapchain_maintenance1 per un passaggio senza soluzione di continuit\u00e0 tra le modalit\u00e0 V-Sync e Tearing.\n<li class=\"l\"> Di default, in presenza delle estensioni VK_KHR_shader_maximal_reconvergence e VK_KHR_shader_quad_control, \u00e8 stato dichiarato il supporto per Shader Model 6.7.\n<li class=\"l\"> Per le GPU Intel Arc con supporto per l'estensione VK_EXT_descriptor_buffer \u00e8 stato aggiunto un gestore di copia dei descrittori ottimizzato.\n<li class=\"l\"> \u00c8 stata garantita la possibilit\u00e0 di tornare all'uso degli shader computazionali sui sistemi con GPU NVIDIA Pascal e GPU pi\u00f9 vecchie, consentendo l'utilizzo di Shader Model 6.7 sui sistemi con GPU NVIDIA Pascal.\n<li class=\"l\"> \u00c8 stato aggiunto il supporto per la modalit\u00e0 di profiling VKD3D_QUEUE_PROFILE.\n<li class=\"l\"> \u00c8 stato aggiunto il supporto per l'estensione Vulkan VK_NV_raw_access_chains, che consente di migliorare notevolmente le prestazioni in alcuni giochi sui sistemi con GPU NVIDIA.\n<li class=\"l\"> Sono stati risolti problemi con i giochi:\n<ul>\n<li> Giochi su motore Unreal Engine 5\n<li> Atlas Fallen\n<li> Persona 3 Reload\n<li> Resident Evil 4\n<li> UE5 Lyra\n<li> Warhammer: Darktide\n<li> World of Warcraft  <\/ul>\n<\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60817\">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 2.3.1, \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-114478","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 2.3.1, 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