{"id":182330,"date":"2026-06-26T20:48:31","date_gmt":"2026-06-26T18:48:31","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-dxvk-3-0-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan"},"modified":"2026-06-26T20:48:31","modified_gmt":"2026-06-26T18:48:31","slug":"vypusk-dxvk-3-0-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/novosti-interneta\/vypusk-dxvk-3-0-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan","title":{"rendered":"Rilascio di DXVK 3.0, implementazione di Direct3D 8\/9\/10\/11 sopra API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00c8 disponibile il rilascio della libreria DXVK 3.0, 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 richiesti driver che supportano l'API Vulkan 1.4, come NVIDIA 575.51.02, Mesa AMD RADV 25.0, NVIDIA 25.1 e Intel ANV 25.1. DXVK pu\u00f2 essere utilizzato per eseguire applicazioni e giochi 3D su Linux tramite Wine, offrendo un'alternativa ad alte prestazioni alle implementazioni Direct3D integrate in Wine che operano sopra OpenGL.<\/p>\n<p>Principali modifiche:<\/p>\n<ul>\n<li class=\"l\"> Per tutti i modelli di shader supportati \u00e8 stato utilizzato il compilatore shader dxbc-spirv. La compilazione degli shader \u00e8 stata spostata dal flusso principale a thread separati.<br \/>\n\u00c8 stata implementata la cache su disco per la rappresentazione intermedia degli shader (la cache viene salvata nella sottocartella AppData\/Local nel prefisso attuale di Wine).<br \/>\nL'uso di dxbc-spirv ha permesso di ridurre l'uso della memoria, abbreviare i tempi di avvio, eliminare i blocchi e risolvere diversi problemi riscontrati nei giochi Postal: Brain Damaged, Snowrunner, Overwatch, God of War, Days Gone e Final Fantasy XIV, che non potevano essere risolti nel vecchio codice di traduzione degli shader. <\/p>\n<li class=\"l\"> Per D3D9 \u00e8 stato implementato il supporto per i modelli di shader 1-3.\n<li class=\"l\"> Per impostazione predefinita, \u00e8 attivata l'estensione Vulkan VK_EXT_descriptor_heap. Rispetto allo storage dei descrittori precedentemente utilizzato basato sull'estensione Vulkan VK_EXT_descriptor_buffer, questa nuova implementazione offre lo stesso livello di prestazioni delle operazioni eseguite dalla CPU, riducendo al contempo il carico sulla GPU, specialmente con le schede grafiche NVIDIA. Per il funzionamento su sistemi con schede grafiche NVIDIA \u00e8 richiesta almeno la versione 595.84 dei driver proprietari NVIDIA. L'implementazione basata su VK_EXT_descriptor_buffer \u00e8 stata dichiarata obsoleta e verr\u00e0 rimossa in una delle prossime versioni.<br \/>\nNell'implementazione Direct3D 9, invece di generare shader al volo, ora vengono utilizzati uber-shader, le versioni ottimizzate dei quali vengono compilate in background, risolvendo i problemi di blocco di alcuni giochi pi\u00f9 vecchi, come Unreal Tournament 2004. \u00c8 stata garantita la caricamento dei buffer su richiesta, come in Windows, invece di una pre-allocazione nella memoria video, eliminando i crash di alcuni giochi D3D9 a 32 bit a causa dello spazio di indirizzamento limitato.<\/p>\n<li class=\"l\"> Nella realizzazione di Direct3D 9, al posto della generazione dei shader al volo, ora vengono utilizzati gli uber-shader, le cui versioni ottimizzate vengono compilate in background, risolvendo i problemi di lag di alcuni giochi pi\u00f9 vecchi, come Unreal Tournament 2004. \u00c8 garantito il caricamento dei buffer secondo necessit\u00e0, come in Windows, invece di una preallocazione nella memoria video, eliminando cos\u00ec i crash di alcuni giochi D3D9 a 32 bit a causa dello spazio indirizzabile limitato.\n<li class=\"l\"> \u00c8 garantito il corretto funzionamento del multisampling (MSAA) in modalit\u00e0 D3DRS_MULTISAMPLEANTIALIAS su sistemi con supporto per le estensioni Vulkan VK_EXT_sample_locations e VK_EXT_extended_dynamic_state3, risolvendo i problemi di rendering in Anno 1701, Men of War e altri giochi con MSAA attivato.\n<li class=\"l\"> \u00c8 stata aggiunta la compatibilit\u00e0 per l'uso di risorse condivise (Shared resources) nelle versioni standard di Wine senza patch aggiuntive dal progetto Proton.\n<li class=\"l\"> \u0423\u0434\u0430\u043b\u0435\u043d\u0430 \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u0430\u044f \u043e\u043a\u0440\u0443\u0436\u0435\u043d\u0438\u044f DXVK_FRAME_RATE, \u043f\u0440\u0438\u043c\u0435\u043d\u044f\u0432\u0448\u0430\u044f\u0441\u044f \u0434\u043b\u044f \u043e\u0433\u0440\u0430\u043d\u0438\u0447\u0435\u043d\u0438\u044f \u0447\u0430\u0441\u0442\u043e\u0442\u044b \u043a\u0430\u0434\u0440\u043e\u0432 (Frame rate limiter), \u0432\u043c\u0435\u0441\u0442\u043e \u043a\u043e\u0442\u043e\u0440\u043e\u0439 \u0440\u0435\u043a\u043e\u043c\u0435\u043d\u0434\u0443\u0435\u0442\u0441\u044f \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u0432\u043d\u0435\u0448\u043d\u0438\u0435 \u043e\u0433\u0440\u0430\u043d\u0438\u0447\u0438\u0442\u0435\u043b\u0438, \u0442\u0430\u043a\u0438\u0435 \u043a\u0430\u043a  Gamescope \u0438 Mangohud. \u0414\u043b\u044f \u0430\u043a\u0442\u0438\u0432\u0430\u0446\u0438\u0438 \u0432\u0441\u0442\u0440\u043e\u0435\u043d\u043d\u043e\u0433\u043e \u043e\u0433\u0440\u0430\u043d\u0438\u0447\u0438\u0442\u0435\u043b\u044f \u043c\u043e\u0436\u043d\u043e \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u043d\u0430\u0441\u0442\u0440\u043e\u0439\u043a\u0443 &#171;dxvk.maxFrameRate = n&#187;.\n<li class=\"l\"> Risolti i problemi nei seguenti giochi:\n<ul>\n<li> Bioshock Infinite\n<li> Borderlands 2\n<li> Colin McRae Rally 3\n<li> Dirt Rally 2\n<li> Fallout New Vegas\n<li> Insurgency &#038; Counter-Strike\n<li> Jump Space\n<li> Max Payne\n<li> Railroad Tycoon 3\n<li> Resident Evil 6\n<li> Sang-Froid: Tales of Werewolves\n<li> Sea Dogs\n<li> Splinter Cell 4\n<li> The I of the Dragon\n<li> The Sims 3\n<li> Total War: Pharaoh\n<li> Witch on the Holy Night\n<li> World of Final Fantasy\n<li> Vietcong\n<\/ul>\n<li class=\"l\"> I requisiti minimi per la versione dell'API grafica sono stati aumentati a Vulkan 1.4.<br \/>\nOra sono richiesti almeno i driver AMD RADV 25.0, NVIDIA 575.51.02, NVIDIA 25.1 e Intel ANV 25.1.<\/p>\n<\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=65775\">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 3.0, \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 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 1.4, \u0442\u0430\u043a\u0438\u0445 \u043a\u0430\u043a NVIDIA 575.51.02, Mesa AMD RADV 25.0, NVIDIA 25.1 \u0438 Intel ANV 25.1. 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 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":8,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-182330","post","type-post","status-publish","format-standard","hentry","category-novosti-interneta"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.10 - 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 3.0, \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 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 1.4, \u0442\u0430\u043a\u0438\u0445 \u043a\u0430\u043a NVIDIA 575.51.02, Mesa AMD RADV 25.0, NVIDIA 25.1 \u0438 Intel ANV 25.1. 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