{"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\/pl\/blog\/news\/vypusk-dxvk-3-0-realizaczii-direct3d-8-9-10-11-poverh-api-vulkan","title":{"rendered":"Wydanie DXVK 3.0, implementacja Direct3D 8\/9\/10\/11 na API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Wydanie warstwy DXVK 3.0 jest dost\u0119pne, oferuj\u0105ce implementacj\u0119 DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10 i 11, dzia\u0142aj\u0105c\u0105 przez translacj\u0119 wywo\u0142a\u0144 do API Vulkan. Do korzystania z DXVK wymagane s\u0105 sterowniki z obs\u0142ug\u0105 API Vulkan 1.4, takie jak NVIDIA 575.51.02, Mesa AMD RADV 25.0, NVIDIA 25.1 i Intel ANV 25.1. DXVK mo\u017ce by\u0107 u\u017cywane do uruchamiania aplikacji 3D i gier w systemie Linux za pomoc\u0105 Wine, stanowi\u0105c wydajniejsz\u0105 alternatyw\u0119 dla wbudowanych w Wine implementacji Direct3D dzia\u0142aj\u0105cych na OpenGL.<\/p>\n<p>G\u0142\u00f3wne zmiany:<\/p>\n<ul>\n<li class=\"l\"> Dla wszystkich obs\u0142ugiwanych modeli shader\u00f3w wykorzystano kompilator shader\u00f3w dxbc-spirv. Kompilacja shader\u00f3w zosta\u0142a przeniesiona z g\u0142\u00f3wnego w\u0105tku do osobnych w\u0105tk\u00f3w.<br \/>\nWprowadzono buforowanie na dysku po\u015brednich reprezentacji shader\u00f3w (bufor jest przechowywany w podkatalogu AppData\/Local w bie\u017c\u0105cym prefiksie Wine).<br \/>\nZastosowanie dxbc-spirv pozwoli\u0142o na zmniejszenie zu\u017cycia pami\u0119ci, skr\u00f3cenie czasu uruchamiania, wyeliminowanie zaci\u0119\u0107 oraz pozbycie si\u0119 wielu problem\u00f3w wyst\u0119puj\u0105cych w grach Postal: Brain Damaged, Snowrunner, Overwatch, God of War, Days Gone i Final Fantasy XIV, kt\u00f3re nie mog\u0142y by\u0107 rozwi\u0105zane w starym kodzie translacji shader\u00f3w. <\/p>\n<li class=\"l\"> Dla D3D9 wprowadzono wsparcie dla modeli shader\u00f3w 1-3.\n<li class=\"l\"> Domy\u015blnie wykorzystano rozszerzenie Vulkan VK_EXT_descriptor_heap. W por\u00f3wnaniu do wcze\u015bniej u\u017cywanego przechowalnika deskryptor\u00f3w opartego na rozszerzeniu Vulkan VK_EXT_descriptor_buffer, nowa implementacja zapewnia ten sam poziom wydajno\u015bci operacji wykonywanych na CPU, ale zmniejsza obci\u0105\u017cenie GPU, szczeg\u00f3lnie przy u\u017cyciu kart graficznych NVIDIA. Do dzia\u0142ania na systemach z kartami graficznymi NVIDIA wymagana jest co najmniej wersja zamkni\u0119tych sterownik\u00f3w NVIDIA 595.84. Implementacja oparta na VK_EXT_descriptor_buffer zosta\u0142a oznaczona jako przestarza\u0142a i zostanie usuni\u0119ta w jednym z kolejnych wyda\u0144.<br \/>\nW implementacji Direct3D 9 zamiast generowania shader\u00f3w w czasie rzeczywistym u\u017cywane s\u0105 teraz uber-shadery, kt\u00f3rych zoptymalizowane wersje s\u0105 kompilowane w tle, co rozwi\u0105za\u0142o problemy z zaci\u0119ciami niekt\u00f3rych starych gier, takich jak Unreal Tournament 2004. Zapewniono \u0142adowanie bufor\u00f3w w razie potrzeby, jak w Windows, zamiast wcze\u015bniejszego umieszczania ich w pami\u0119ci wideo, co wyeliminowa\u0142o awaryjne zako\u0144czenia niekt\u00f3rych 32-bitowych gier D3D9 z powodu ograniczonej przestrzeni adresowej.<\/p>\n<li class=\"l\"> Zastosowanie dxbc-spirv pozwoli\u0142o na zmniejszenie zu\u017cycia pami\u0119ci, skr\u00f3cenie czasu uruchamiania, wyeliminowanie zaci\u0119\u0107 oraz pozbycie si\u0119 wielu problem\u00f3w wyst\u0119puj\u0105cych w grach Postal: Brain Damaged, Snowrunner, Overwatch, God of War, Days Gone i Final Fantasy XIV, kt\u00f3re nie mog\u0142y by\u0107 rozwi\u0105zane w starym kodzie translacji shader\u00f3w.\n<li class=\"l\"> Zapewnia poprawne dzia\u0142anie multiseksplinowania (MSAA) w trybie D3DRS_MULTISAMPLEANTIALIAS na systemach wspieraj\u0105cych rozszerzenia Vulkan VK_EXT_sample_locations i VK_EXT_extended_dynamic_state3, co rozwi\u0105za\u0142o problemy z renderowaniem w Anno 1701, Men of War i innych grach przy w\u0142\u0105czonym MSAA.\n<li class=\"l\"> Zapewniono wsparcie dla pracy z zasobami wsp\u00f3\u0142dzielonymi (Shared resources) w standardowych wersjach Wine bez dodatkowych poprawek od projektu Proton.\n<li class=\"l\"> Usuni\u0119to zmienn\u0105 \u015brodowiskow\u0105 DXVK_FRAME_RATE, stosowan\u0105 do ograniczania liczby klatek na sekund\u0119 (Frame rate limiter), zamiast kt\u00f3rej zaleca si\u0119 u\u017cycie zewn\u0119trznych limiter\u00f3w, takich jak Gamescope i Mangohud. Aby aktywowa\u0107 wbudowany limiter, mo\u017cna u\u017cy\u0107 ustawienia \u201edxvk.maxFrameRate = n\u201d.\n<li class=\"l\"> Rozwi\u0105zane problemy w grach:\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 &amp; 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\"> Wymagania dotycz\u0105ce minimalnej wersji API graficznego podniesione do Vulkan 1.4.<br \/>\nDo dzia\u0142ania wymagane s\u0105 teraz co najmniej wersje sterownik\u00f3w AMD RADV 25.0, NVIDIA 575.51.02, NVIDIA 25.1 i Intel ANV 25.1.<\/p>\n<\/ul>\n<p>\u0179r\u00f3d\u0142o: <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-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 3.0, \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0435\u0439 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