{"id":122258,"date":"2025-03-15T20:22:04","date_gmt":"2025-03-15T18:22:04","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-dxvk-2-6-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan"},"modified":"2025-03-15T20:22:04","modified_gmt":"2025-03-15T18:22:04","slug":"vypusk-dxvk-2-6-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/news\/vypusk-dxvk-2-6-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan","title":{"rendered":"Uscita di DXVK 2.6, implementazione di Direct3D 8\/9\/10\/11 sopra l'API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00c8 disponibile il rilascio del layer DXVK 2.6, che fornisce un'implementazione di DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10 e 11, funzionante tramite la traduzione delle chiamate nell'API Vulkan. Per utilizzare DXVK sono necessari driver con supporto per l'API Vulkan 1.3, come Mesa RADV 24.0, NVIDIA 535.183.01, Intel ANV 24.0, AMDVLK 2024.Q1.3, AMDGPU-PRO e NVK 24.1. DXVK pu\u00f2 essere utilizzato per eseguire applicazioni e giochi 3D su Linux tramite Wine, fungendo da alternativa pi\u00f9 performante alle implementazioni di Direct3D incorporate in Wine, che operano sopra OpenGL.      <\/p>\n<p>Variazioni principali:  <\/p>\n<ul>\n<li class=\"l\"> \u00c8 stata aggiunta la supporto per il meccanismo NVIDIA Reflex, che consente di ridurre la latenza nel rendering della grafica nei giochi grazie all'invio anticipato dei comandi per la generazione di un nuovo frame, prima che il rendering dell'attuale frame sia completato. Per utilizzare Reflex nei giochi basati su Direct3D 11 \u00e8 necessario un driver NVIDIA con supporto per l'estensione Vulkan VK_NV_low_latency2 e l'installazione del ramo sperimentale del pacchetto Proton. Tra i giochi in cui pu\u00f2 essere applicata l'ottimizzazione proposta ci sono: God of War, Overwatch 2 e Quake Champions. I giochi basati sul motore Unreal Engine 4 non sono ancora supportati.\n<li class=\"l\"> Nelle implementazioni di D3D8 e D3D9 \u00e8 stato risolto uno stato di competizione che portava a crash dei giochi che caricavano risorse in modalit\u00e0 multi-thread.\n<li class=\"l\"> \u00c8 stata aggiunta l'interfaccia di programmazione ID3D11On12Device1.\n<li class=\"l\"> \u00c8 stata riprogettata l'implementazione degli frame buffer virtuali sostituibili (SwapChain) basata sull'API Vulkan.\n<li class=\"l\"> \u00c8 stata aggiunta una soluzione per bypassare un errore tipico nei giochi che causa la distorsione dell'output sui sistemi con driver NVIDIA che utilizzano MSAA (Multisample Anti-Aliasing). Il costo \u00e8 un leggero aumento del consumo di memoria e del carico sulla CPU. Il problema si manifestava in giochi come Assassin's Creed 3 \/ Black Flag, Watch Dogs e Stalker: Clear Sky.\n<li class=\"l\"> Sono state apportate ottimizzazioni che potenzialmente incrementano le prestazioni nei giochi che utilizzano la modalit\u00e0 NVAPI UAVOverlap, lo shader di pixel UAV o il binding delle risorse. Ad esempio, l'incremento delle prestazioni \u00e8 evidente in giochi come Baldurs Gate 3, Trine 5 e God of War.\n<li class=\"l\"> Risolti problemi che si manifestavano nei giochi:\n<ul>\n<li > Cardfight!! Vanguard Dear Days 2\n<li > CivCity: Rome\n<li > Clanfolk\n<li > Global Operations\n<li > Kingdom Come: Deliverance\n<li > Need For Speed: Hot Pursuit 2\n<li > Silent Hill 2\n<li > Tom Clancy's Splinter Cell\n<li > Trainz 1.3\n<li > Watch Dogs 2            <\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=62881\">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 2.6, \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 24.0, NVIDIA 535.183.01, Intel ANV 24.0, AMDVLK 2024.Q1.3, AMDGPU-PRO \u0438 NVK 24.1. DXVK \u043c\u043e\u0436\u0435\u0442 \u043f\u0440\u0438\u043c\u0435\u043d\u044f\u0442\u044c\u0441\u044f \u0434\u043b\u044f [&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-122258","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 2.6, \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, 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