{"id":182339,"date":"2026-06-27T20:48:29","date_gmt":"2026-06-27T18:48:30","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-dxvk-3-0"},"modified":"2026-06-27T20:48:29","modified_gmt":"2026-06-27T18:48:30","slug":"vypusk-dxvk-3-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/news\/vypusk-dxvk-3-0","title":{"rendered":"Rilascio di DXVK 3.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex>      <noindex><\/p>\n<p>Dopo sei mesi di sviluppo \u00e8 stata rilasciata una nuova versione di DXVK (Direct3D to Vulkan Translation Layer), una libreria open source che converte le chiamate API Direct3D 8, 9, 10 e 11 in comandi Vulkan. Essa consente di eseguire applicazioni e giochi 3D progettati per Windows su sistemi in cui il supporto nativo per Direct3D non \u00e8 disponibile, sfruttando nel contempo le capacit\u00e0 del pi\u00f9 efficiente API grafico Vulkan.<\/p>\n<p><b>Modifiche principali<\/b><br \/>Nella nuova versione \u00e8 stata effettuata la transizione all'uso delle specifiche e delle estensioni Vulkan 1.4, il che richieder\u00e0 di conseguenza <a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/wiki\/Driver-support\">un driver compatibile<\/a>.<\/p>\n<p>DXVK ora utilizza <a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxbc-spirv\">dxbc-spirv<\/a> per la compilazione degli shader per tutti i modelli di shader supportati. Questo risolve una serie di problemi che in precedenza non era possibile affrontare:<br \/>Problemi di rendering nei giochi, causati sia da giochi che fanno affidamento su comportamenti indefiniti, sia dal fatto che FXC in alcuni casi genera codice errato, come in Postal: Brain Damaged, Snowrunner. <br \/>Il codice generato \u00e8 pi\u00f9 compatto rispetto al semplice codice SPIR-V convertito, il che riduce significativamente la quantit\u00e0 di memoria occupata da DXVK. In giochi come Overwatch o God of War, questo consente di risparmiare circa 1 GiB di memoria di sistema.<br \/>La compilazione degli shader \u00e8 ora completamente spostata sui thread di lavoro, il che pu\u00f2 ridurre i tempi di avvio in giochi come Days Gone e Final Fantasy XIV, o in alcuni casi diminuire i rallentamenti. In precedenza, DXVK eseguiva la traduzione SPIR-V nel thread dell'applicazione e compilava solo i veri pipeline Vulkan nei thread di lavoro.<br \/>La rappresentazione intermedia degli shader compilati da DXVK \u00e8 ora memorizzata nella cache su disco all'interno della cartella AppData\/Local dell'attuale prefisso Wine. Questo \u00e8 necessario poich\u00e9 il tempo di compilazione \u00e8 aumentato rispetto al vecchio compilatore. Il percorso della cache pu\u00f2 essere modificato utilizzando la variabile ambiente DXVK_SHADER_CACHE_PATH.<\/p>\n<p>La nuova estensione Vulkan VK_EXT_descriptor_heap \u00e8 ora utilizzata per impostazione predefinita nei driver che la supportano.<br \/>Rispetto alla vecchia implementazione del modello di binding, basata su VK_EXT_descriptor_buffer, si prevede che questo nuovo modello offra prestazioni simili a quelle della CPU, evitando allo stesso tempo la perdita di prestazioni sulla GPU Nvidia (\u00e8 necessario nvidia-drivers-595.84 o superiore).<br \/><b>Modifiche a D3D9<\/b><br \/>Per emulare una pipeline obsoleta con funzioni fisse che consente ai giochi D3D8 e D3D9 di eseguire il rendering senza shader, DXVK in precedenza generava il proprio codice shader al volo in base allo stato della pipeline. In alcuni giochi, come Unreal Tournament 2004, questo poteva portare a rallentamenti significativi anche dopo lunghi periodi di gioco.<\/p>\n<p>Per risolvere ci\u00f2, DXVK implementa ora la pipeline con funzioni fisse sotto forma di coppie di uber shader, per le quali le varianti ottimizzate vengono compilate in background.<br \/><b>Ottimizzazione del caricamento del buffer<\/b><br \/>Per allinearsi pi\u00f9 precisamente al comportamento di Windows, vari tipi di buffer che in precedenza venivano allocati direttamente nella VRAM, ora vengono caricati su richiesta. \u00c8 stata inoltre implementata una strategia di limitazione della memoria operativa che corregge i crash legati allo spazio di indirizzamento in vari giochi D3D9 a 32 bit. <br \/>Questi cambiamenti possono anche migliorare le prestazioni sui sistemi senza una dimensione BAR modificabile in giochi come GTA IV.<\/p>\n<p>Nei sistemi che supportano adeguatamente VK_EXT_sample_locations e VK_EXT_extended_dynamic_state3, lo stato di rendering D3DRS_MULTISAMPLEANTIALIAS ora funziona correttamente, consentendo alle applicazioni di utilizzare la rasterizzazione con un singolo campione durante il rendering su destinazioni di rendering con pi\u00f9 campioni. Questo risolve i problemi di rendering dell'interfaccia utente in Anno 1701, Men of War Assault Squad e problemi simili in altri giochi con MSAA attivato.<\/p>\n<p>Le risorse comuni ora funzionano con l'implementazione originale di Wine e non richiedono pi\u00f9 correzioni specifiche per Proton.<\/p>\n<p>\u00c8 importante menzionare anche numerosi fix per diversi giochi, che ora funzioneranno meglio.<\/p>\n<p><\/noindex><\/noindex><\/p>\n<p>Fonte: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.linux.org.ru\/news\/opensource\/18328493\">linux.org.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0427\u0435\u0440\u0435\u0437 \u043f\u043e\u043b\u0433\u043e\u0434\u0430 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u0432\u044b\u043f\u0443\u0449\u0435\u043d\u0430 \u0441\u0432\u0435\u0436\u0430\u044f \u0432\u0435\u0440\u0441\u0438\u044f DXVK (Direct3D to Vulkan Translation Layer), 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\u043f\u0440\u0438 \u044d\u0442\u043e\u043c \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438 \u0431\u043e\u043b\u0435\u0435 \u044d\u0444\u0444\u0435\u043a\u0442\u0438\u0432\u043d\u043e\u0433\u043e \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e API Vulkan. \u041e\u0441\u043d\u043e\u0432\u043d\u044b\u0435 \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f\u0412 \u043d\u043e\u0432\u043e\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-182339","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0427\u0435\u0440\u0435\u0437 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