{"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\/ro\/blog\/news\/vypusk-dxvk-3-0","title":{"rendered":"Lansarea DXVK 3.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex>      <noindex><\/p>\n<p>Dup\u0103 \u0219ase luni de dezvoltare, a fost lansat\u0103 o versiune nou\u0103 a DXVK (Stratul de traductie Direct3D \u00een Vulkan), o bibliotec\u0103 deschis\u0103 care transform\u0103 apelurile API Direct3D 8, 9, 10 \u0219i 11 \u00een comenzi Vulkan. Aceasta permite rularea aplica\u021biilor \u0219i jocurilor 3D, dezvoltate pentru Windows, pe sisteme unde suportul nativ pentru Direct3D lipseste, folosind totodat\u0103 capacit\u0103\u021bile unui API grafic Vulkan mai eficient.<\/p>\n<p><b>Principalele modific\u0103ri<\/b><br \/>Noua versiune a adoptat utilizarea specifica\u021biilor \u0219i extensiilor Vulkan 1.4, ceea ce va necesita <a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/wiki\/Driver-support\">un driver compatibil<\/a>.<\/p>\n<p>DXVK folose\u0219te acum <a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxbc-spirv\">dxbc-spirv<\/a> pentru compilarea shaderelor pentru toate modelele de shader acceptate. Acest lucru rezolv\u0103 o serie de probleme care anterior erau imposibil de rezolvat:<br \/>Probleme de randare \u00een jocuri, cauzate fie de faptul c\u0103 jocurile se bazeaz\u0103 pe comportamente nedefinite, fie c\u0103 FXC genereaz\u0103 \u00een anumite cazuri cod invalid, ca \u00een Postal: Brain Damaged, Snowrunner. <br \/>Codul generat este mai compact dec\u00e2t codul SPIR-V pur \u0219i simplu transformat, ceea ce reduce semnificativ volumul de memorie ocupat de DXVK. \u00cen jocuri precum Overwatch sau God of War, aceasta permite economisirea a aproximativ 1GB de memorie de sistem.<br \/>Compilarea shaderelor a fost acum complet mutat\u0103 pe fire de execu\u021bie, ceea ce poate reduce timpul de pornire \u00een jocuri precum Days Gone \u0219i Final Fantasy XIV sau, \u00een unele cazuri, poate diminua lag-urile. Anterior, DXVK efectua traducerea SPIR-V \u00een firul aplica\u021biei \u0219i compila doar pipe-urile reale Vulkan pe firele de lucru.<br \/>Reprezentarea intermediar\u0103 a shaderelor compilate de DXVK este acum cache-at\u0103 pe disc \u00een directorul AppData\/Local al actualului prefix Wine. Acest lucru este necesar, deoarece timpul de compilare a crescut \u00een compara\u021bie cu vechiul compilator. Calea c\u0103tre cache poate fi modificat\u0103 prin variabila de mediu DXVK_SHADER_CACHE_PATH.<\/p>\n<p>Noua extensie Vulkan VK_EXT_descriptor_heap este acum utilizat\u0103 implicit \u00een driverele care o suport\u0103.<br \/>Se a\u0219teapt\u0103 ca, \u00een compara\u021bie cu vechea implementare a modelului de legare, bazat\u0103 pe VK_EXT_descriptor_buffer, acest nou model s\u0103 ofere aproximativ acela\u0219i nivel de performan\u021b\u0103 legat de CPU, evit\u00e2nd \u00een acela\u0219i timp degradarea performan\u021bei pe GPU-uri Nvidia (sunt necesare driverele nvidia-595.84 \u0219i mai recente).<br \/><b>Modific\u0103rile D3D9<\/b><br \/>Pentru a emula un pipeline \u00eenvechit cu func\u021bii fixe, care permite jocurilor D3D8 \u0219i D3D9 s\u0103 efectueze randare f\u0103r\u0103 shader-e, DXVK genera anterior propriul cod de shader-uri \u00een timpul rul\u0103rii, bazat pe starea pipeline-ului. \u00cen unele jocuri, cum ar fi Unreal Tournament 2004, aceasta putea duce la \u00eent\u00e2rzieri notabile chiar \u0219i dup\u0103 perioade lungi de gameplay.<\/p>\n<p>Pentru a remedia aceast\u0103 problem\u0103, DXVK implementeaz\u0103 acum pipeline-ul cu func\u021bii fixe sub forma a dou\u0103 ubershader-e, pentru care variantele optimizate sunt compilate \u00een fundal.<br \/><b>Optimizarea \u00eenc\u0103rc\u0103rii buffer-ului<\/b><br \/>Pentru a se conforma mai exact comportamentului Windows, diferitele tipuri de buffer care anterior erau plasate direct \u00een VRAM, sunt acum \u00eenc\u0103rcate la cerere, iar o strategie de limitare a volumului de memorie RAM a fost implementat\u0103, care corecteaz\u0103 crash-urile legate de spa\u021biul de adresare \u00een mai multe jocuri D3D9 pe 32 de bi\u021bi. <br \/>Aceste modific\u0103ri pot, de asemenea, s\u0103 \u00eembun\u0103t\u0103\u021beasc\u0103 performan\u021ba pe sistemele f\u0103r\u0103 dimensiune BAR ajustabil\u0103 \u00een jocuri precum GTA IV.<\/p>\n<p>Pe sistemele care suport\u0103 suficient VK_EXT_sample_locations \u0219i VK_EXT_extended_dynamic_state3, starea de randare D3DRS_MULTISAMPLEANTIALIAS func\u021bioneaz\u0103 acum corect, permi\u021b\u00e2nd aplica\u021biilor s\u0103 foloseasc\u0103 rasterizarea cu o singur\u0103 e\u0219antionare atunci c\u00e2nd se face randare \u00een obiecte \u021bint\u0103 cu mai multe e\u0219antioane. Aceasta elimin\u0103 problemele de randare a interfe\u021bei utilizatorului \u00een Anno 1701, Men of War Assault Squad \u0219i probleme similare \u00een alte jocuri cu MSAA activat.<\/p>\n<p>Resursele comune func\u021bioneaz\u0103 acum cu implementarea original\u0103 Wine \u0219i nu mai necesit\u0103 corec\u021bii specifice Proton.<\/p>\n<p>De asemenea, merit\u0103 men\u021bionat numeroaselor corec\u021bii pentru jocuri diferite, care acum vor func\u021biona mai bine.<\/p>\n<p><\/noindex><\/noindex><\/p>\n<p>Sursa: <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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