{"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\/pl\/blog\/news\/novye-versii-dxvk-2-3-1-i-vkd3d-proton-2-12-c-realizacziej-direct3d-poverh-api-vulkan","title":{"rendered":"Nowe wersje DXVK 2.3.1 i vkd3d-proton 2.12 z implementacj\u0105 Direct3D na bazie API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Wydano warstw\u0119 DXVK 2.3.1, kt\u00f3ra zapewnia implementacj\u0119 DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 i 11, dzia\u0142aj\u0105c\u0105 poprzez translacj\u0119 wywo\u0142a\u0144 do API Vulkan. Aby u\u017cywa\u0107 DXVK, wymagane s\u0105 sterowniki wspieraj\u0105ce API Vulkan 1.3, takie jak Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 i AMDVLK. DXVK mo\u017ce by\u0107 u\u017cywane do uruchamiania aplikacji 3D i gier na Linuxie przy pomocy Wine, b\u0119d\u0105c bardziej wydajn\u0105 alternatyw\u0105 dla wbudowanych w Wine implementacji Direct3D 9\/10\/11 dzia\u0142aj\u0105cych na OpenGL.      <\/p>\n<p>G\u0142\u00f3wne zmiany:  <\/p>\n<ul>\n<li class=\"l\"> W przypadku wsparcia dla rozszerzenia Vulkan VK_NV_raw_access_chains, zapewniono jego zastosowanie w celu zwi\u0119kszenia efektywno\u015bci generowania kodu shader\u00f3w na GPU NVIDIA, co pozwala przybli\u017cy\u0107 wydajno\u015b\u0107 niekt\u00f3rych gier u\u017cywaj\u0105cych D3D11 do wydajno\u015bci przy u\u017cyciu sterownik\u00f3w Windows. Wymagane s\u0105 co najmniej sterowniki NVIDIA 550.40.55 i zainstalowanie wersji Proton Experimental.\n<li class=\"l\"> Dla gier opartych na D3D9 przearan\u017cowano metod\u0119 kopiowania bufor\u00f3w systemowych do GPU, co pozwoli\u0142o zwi\u0119kszy\u0107 wydajno\u015b\u0107 w takich grach jak Shank 2, Flammable Freddy i Blood Rayne.\n<li class=\"l\"> Rozwi\u0105zano problemy, kt\u00f3re wyst\u0119powa\u0142y w grach:\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\/Tow\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>Ponadto firma Valve opublikowa\u0142a wersj\u0119 VKD3D-Proton 2.12, odga\u0142\u0119zienie z kodu vkd3d, stworzone w celu poprawy wsparcia dla Direct3D 12 w pakiecie do uruchamiania gier Proton. W VKD3D-Proton wspierane s\u0105 specyficzne dla Proton zmiany, optymalizacje i ulepszenia dla lepszej pracy gier Windows opartych na Direct3D 12, kt\u00f3re jeszcze nie zosta\u0142y przyj\u0119te do g\u0142\u00f3wnego sk\u0142adu vkd3d. Z r\u00f3\u017cnicami zwi\u0105zane jest r\u00f3wnie\u017c nastawienie na wykorzystanie nowoczesnych rozszerze\u0144 Vulkan i mo\u017cliwo\u015bci \u015bwie\u017cych wersji sterownik\u00f3w graficznych w celu osi\u0105gni\u0119cia pe\u0142nej kompatybilno\u015bci z Direct3D 12.      <\/p>\n<p>W\u015br\u00f3d zmian w nowej wersji:  <\/p>\n<ul>\n<li class=\"l\"> Dodano wsparcie dla mechanizmu NVIDIA Reflex, korzystaj\u0105c z rozszerzenia Vulkan VK_NV_low_latency2.\n<li class=\"l\"> Zaimplementowano API D3D12 Render Pass.\n<li class=\"l\"> Dodano zastawk\u0119 dla interfejsu ID3D12DeviceRemovedExtendedDataSettings, rozwi\u0105zuj\u0105c\u0105 problemy z niekt\u00f3rymi grami.\n<li class=\"l\"> Dodano wsparcie dla rozszerzenia Vulkan VK_EXT_device_fault w celu pozyskiwania informacji o awariach.\n<li class=\"l\"> W systemach z driverami Mesa i NVIDIA wprowadzono wsparcie dla rozszerzenia Vulkan VK_EXT_swapchain_maintenance1, kt\u00f3re umo\u017cliwia bezszwowe prze\u0142\u0105czanie mi\u0119dzy trybami V-Sync a Tearing.\n<li class=\"l\"> Domy\u015blnie, przy dost\u0119pno\u015bci rozszerze\u0144 VK_KHR_shader_maximal_reconvergence oraz VK_KHR_shader_quad_control, zadeklarowano wsparcie dla Shader Model 6.7.\n<li class=\"l\"> Dla GPU Intel Arc z wsparciem dla rozszerzenia VK_EXT_descriptor_buffer dodano zoptymalizowany procesor kopiowania deskryptor\u00f3w.\n<li class=\"l\"> Zapewniono mo\u017cliwo\u015b\u0107 powrotu do u\u017cywania shader\u00f3w obliczeniowych w systemach z GPU NVIDIA Pascal i starszymi GPU, co pozwala na korzystanie z Shader Model 6.7 w systemach z GPU NVIDIA Pascal.\n<li class=\"l\"> Dodano wsparcie dla trybu profilowania VKD3D_QUEUE_PROFILE.\n<li class=\"l\"> Dodano wsparcie dla rozszerzenia Vulkan VK_NV_raw_access_chains, kt\u00f3re znacz\u0105co zwi\u0119ksza wydajno\u015b\u0107 w niekt\u00f3rych grach na systemach z GPU NVIDIA.\n<li class=\"l\"> Rozwi\u0105zano problemy z grami:\n<ul>\n<li> Gry na silniku 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>\u0179r\u00f3d\u0142o: <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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