{"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\/pl\/blog\/news\/vypusk-dxvk-3-0","title":{"rendered":"Wydanie DXVK 3.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex>      <noindex><\/p>\n<p>Po sze\u015bciu miesi\u0105cach prac wydano now\u0105 wersj\u0119 DXVK (Warstwa T\u0142umaczenia Direct3D na Vulkan), otwartej biblioteki, kt\u00f3ra przekszta\u0142ca wywo\u0142ania API Direct3D 8, 9, 10 i 11 w instrukcje Vulkan. Umo\u017cliwia ona uruchamianie aplikacji 3D i gier zaprojektowanych dla systemu Windows na systemach, gdzie brak jest natywnej obs\u0142ugi Direct3D, korzystaj\u0105c jednocze\u015bnie z mo\u017cliwo\u015bci bardziej wydajnego API graficznego Vulkan.<\/p>\n<p><b>G\u0142\u00f3wne zmiany<\/b><br \/>W nowej wersji dokonano przesiadki na wykorzystanie specyfikacji i rozszerze\u0144 Vulkan 1.4, co odpowiednio b\u0119dzie wymaga\u0107 <a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/wiki\/Driver-support\">kompatybilnego sterownika<\/a>.<\/p>\n<p>DXVK teraz u\u017cywa <a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxbc-spirv\">dxbc-spirv<\/a> do kompilacji shader\u00f3w dla wszystkich wspieranych modeli shader\u00f3w. Eliminuj\u0119 to szereg problem\u00f3w, kt\u00f3re wcze\u015bniej by\u0142y niemo\u017cliwe do rozwi\u0105zania:<br \/>Problemy z renderowaniem w grach, spowodowane albo tym, \u017ce gry polegaj\u0105 na nieokre\u015blonym zachowaniu, albo tym, \u017ce FXC w niekt\u00f3rych przypadkach generuje b\u0142\u0119dny kod, jak w Postal: Brain Damaged, Snowrunner <br \/>Wygenerowany kod jest bardziej zwarty ni\u017c po prostu przekonwertowany kod SPIR-V, co znacznie zmniejsza ilo\u015b\u0107 pami\u0119ci zajmowanej przez DXVK. W takich grach jak Overwatch czy God of War pozwala to zaoszcz\u0119dzi\u0107 oko\u0142o 1 GiB pami\u0119ci systemowej.<br \/>Kompilacja shader\u00f3w zosta\u0142a teraz ca\u0142kowicie przeniesiona na w\u0105tki robocze, co mo\u017ce skr\u00f3ci\u0107 czas uruchamiania w takich grach jak Days Gone i Final Fantasy XIV, lub w niekt\u00f3rych przypadkach zmniejszy\u0107 zawieszenia. Wcze\u015bniej DXVK realizowa\u0142 translacj\u0119 SPIR-V w w\u0105tku aplikacji i kompilowa\u0142 tylko rzeczywiste potoki Vulkan w w\u0105tkach roboczych.<br \/>Po\u015brednia reprezentacja skompilowanych shader\u00f3w DXVK jest teraz cache'owana na dysku w katalogu AppData\/Local bie\u017c\u0105cego prefiksu Wine. Jest to konieczne, poniewa\u017c czas kompilacji wzr\u00f3s\u0142 w por\u00f3wnaniu do starego kompilatora. \u015acie\u017ck\u0119 do cache'u mo\u017cna zmieni\u0107 za pomoc\u0105 zmiennej \u015brodowiskowej DXVK_SHADER_CACHE_PATH.<\/p>\n<p>Nowe rozszerzenie Vulkan VK_EXT_descriptor_heap jest teraz u\u017cywane domy\u015blnie w sterownikach obs\u0142uguj\u0105cych to rozszerzenie.<br \/>Oczekuje si\u0119, \u017ce w por\u00f3wnaniu do starej realizacji modelu wi\u0105zania, opartej na VK_EXT_descriptor_buffer, ten nowy model zapewni mniej wi\u0119cej ten sam poziom wydajno\u015bci zwi\u0105zanej z CPU, unikaj\u0105c jednocze\u015bnie spadku wydajno\u015bci na GPU Nvidia (wymagane sterowniki nvidia-drivers-595.84 i nowsze)<br \/><b>Zmiany D3D9<\/b><br \/>Aby emulowa\u0107 przestarza\u0142y potok z funkcjami sta\u0142ymi, kt\u00f3ry umo\u017cliwia gromadzeniu D3D8 i D3D9 renderowanie bez shader\u00f3w, DXVK wcze\u015bniej generowa\u0142 w\u0142asny kod shader\u00f3w w locie na podstawie stanu potoku. W niekt\u00f3rych grach, takich jak Unreal Tournament 2004, mog\u0142o to prowadzi\u0107 do zauwa\u017calnych zaci\u0119\u0107 nawet po d\u0142ugim okresie rozgrywki.<\/p>\n<p>Aby to naprawi\u0107, DXVK teraz implementuje potok z funkcjami sta\u0142ymi w postaci pary ubershader\u00f3w, dla kt\u00f3rych zoptymalizowane wersje s\u0105 kompilowane w tle.<br \/><b>Optymalizacja \u0142adowania bufora<\/b><br \/>Aby dok\u0142adniej odwzorowa\u0107 zachowanie systemu Windows, r\u00f3\u017cne typy bufor\u00f3w, kt\u00f3re wcze\u015bniej by\u0142y umieszczane bezpo\u015brednio w VRAM, teraz s\u0105 \u0142adowane na \u017c\u0105danie, a tak\u017ce wprowadzono strategi\u0119 ograniczania ilo\u015bci pami\u0119ci RAM, kt\u00f3ra naprawia awarie zwi\u0105zane z przestrzeni\u0105 adresow\u0105 w wielu grach D3D9 32-bitowych. <br \/>Te zmiany mog\u0105 r\u00f3wnie\u017c poprawi\u0107 wydajno\u015b\u0107 na systemach bez zmiennego rozmiaru BAR w takich grach jak GTA IV.<\/p>\n<p>W systemach, kt\u00f3re wystarczaj\u0105co wspieraj\u0105 VK_EXT_sample_locations i VK_EXT_extended_dynamic_state3, stan renderowania D3DRS_MULTISAMPLEANTIALIAS dzia\u0142a teraz poprawnie, umo\u017cliwiaj\u0105c aplikacjom u\u017cycie rastrowania z jedn\u0105 pr\u00f3b\u0105 podczas renderowania do obiekt\u00f3w renderowania z wieloma pr\u00f3bkami. To eliminuje problemy z renderowaniem interfejsu u\u017cytkownika w Anno 1701, Men of War Assault Squad oraz podobne problemy w innych grach z w\u0142\u0105czonym MSAA.<\/p>\n<p>Og\u00f3lne zasoby teraz wsp\u00f3\u0142pracuj\u0105 z oryginaln\u0105 implementacj\u0105 Wine i nie wymagaj\u0105 ju\u017c poprawek specyficznych dla Proton.<\/p>\n<p>Warto r\u00f3wnie\u017c wspomnie\u0107 o wielu poprawkach dla r\u00f3\u017cnych gier, kt\u00f3re teraz b\u0119d\u0105 dzia\u0142a\u0107 lepiej.<\/p>\n<p><\/noindex><\/noindex><\/p>\n<p>\u0179r\u00f3d\u0142o: <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), \u043e\u0442\u043a\u0440\u044b\u0442\u043e\u0439 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438, \u043a\u043e\u0442\u043e\u0440\u0430\u044f \u043f\u0440\u0435\u043e\u0431\u0440\u0430\u0437\u0443\u0435\u0442 \u0432\u044b\u0437\u043e\u0432\u044b API Direct3D 8, 9, 10 \u0438 11 \u0432 \u043a\u043e\u043c\u0430\u043d\u0434\u044b Vulkan. \u041e\u043d\u0430 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0437\u0430\u043f\u0443\u0441\u043a\u0430\u0442\u044c 3D-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u044f \u0438 \u0438\u0433\u0440\u044b, \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u0430\u043d\u043d\u044b\u0435 \u0434\u043b\u044f Windows, \u043d\u0430 \u0441\u0438\u0441\u0442\u0435\u043c\u0430\u0445, \u0433\u0434\u0435 \u043d\u0430\u0442\u0438\u0432\u043d\u0430\u044f \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 Direct3D \u043e\u0442\u0441\u0443\u0442\u0441\u0442\u0432\u0443\u0435\u0442, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u044f \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 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