{"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\/sq\/blog\/news\/vypusk-dxvk-3-0","title":{"rendered":"Shp\u00ebrthimi i DXVK 3.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex>      <noindex><\/p>\n<p>Pas gjasht\u00eb muajsh zhvillimi u l\u00ebshua nj\u00eb version i ri i DXVK (Shtresa e P\u00ebrkthimit nga Direct3D n\u00eb Vulkan), nj\u00eb bibliotek\u00eb e hapur q\u00eb konverton thirrjet e API-ve Direct3D 8, 9, 10 dhe 11 n\u00eb komanda Vulkan. Ajo lejon q\u00eb aplikacionet dhe loj\u00ebrat 3D, t\u00eb krijuara p\u00ebr Windows, t\u00eb funksionojn\u00eb n\u00eb sisteme ku mb\u00ebshtetje natively p\u00ebr Direct3D nuk ekziston, duke shfryt\u00ebzuar gjithashtu mund\u00ebsit\u00eb m\u00eb efikase t\u00eb API-s\u00eb grafike Vulkan.<\/p>\n<p><b>Ndryshimet kryesore<\/b><br \/>N\u00eb versionin e ri \u00ebsht\u00eb realizuar kalimi n\u00eb p\u00ebrdorimin e specifikimeve dhe zgjatimeve Vulkan 1.4, gj\u00eb q\u00eb do t\u00eb k\u00ebrkoj\u00eb p\u00ebrkat\u00ebsisht <a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/wiki\/Driver-support\">nj\u00eb drejtuese t\u00eb p\u00ebrputhshme<\/a>.<\/p>\n<p>DXVK tani p\u00ebrdor <a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxbc-spirv\">dxbc-spirv<\/a> p\u00ebr kompilimin e shader-ave p\u00ebr t\u00eb gjitha modelet e mb\u00ebshtetura t\u00eb shader-ave. Kjo zgjidh nj\u00eb s\u00ebr\u00eb problemi q\u00eb m\u00eb par\u00eb ishte e pamundur t\u00eb zgjidheshin:<br \/>Probleme me renderimin n\u00eb loj\u00ebra, shkaktuar ose nga fakti q\u00eb loj\u00ebrat mb\u00ebshteten n\u00eb sjellje t\u00eb pasigurt, ose nga fakti q\u00eb FXC n\u00eb disa raste gjeneron kod t\u00eb gabuar, si n\u00eb Postal: Brain Damaged, Snowrunner <br \/>Kodi i gjeneruar \u00ebsht\u00eb m\u00eb kompakt se thjesht kodi i transformuar SPIR-V, gj\u00eb q\u00eb ndihmon n\u00eb m\u00ebnyr\u00eb t\u00eb konsiderueshme p\u00ebr t\u00eb reduktuar volumet e memories q\u00eb z\u00eb DXVK. N\u00eb loj\u00ebra si Overwatch ose God of War, kjo ndihmon p\u00ebr t\u00eb kursyer rreth 1 GB memorje sistemike.<br \/>Kompilimi i shader-ave tani \u00ebsht\u00eb transferuar plot\u00ebsisht n\u00eb rrjedhat e pun\u00ebs, gj\u00eb q\u00eb mund t\u00eb zvog\u00ebloj\u00eb koh\u00ebn e nisjes n\u00eb loj\u00ebra si Days Gone dhe Final Fantasy XIV, ose n\u00eb disa raste t\u00eb reduktoj\u00eb ngecjet. M\u00eb par\u00eb, DXVK e realizonte transformimin SPIR-V n\u00eb rrjedh\u00ebn e aplikacionit dhe kompilonte vet\u00ebm kanalet reale Vulkan n\u00eb proceset e pun\u00ebs.<br \/>Paraqitja e nd\u00ebrmjetme e shader-ave t\u00eb kompiluar nga DXVK tani ruhet n\u00eb disk brenda katalogut AppData\/Local t\u00eb prefiksit aktual t\u00eb Wine. Kjo \u00ebsht\u00eb e nevojshme, pasi koha e kompilimit \u00ebsht\u00eb rritur n\u00eb krahasim me kompiluesin e vjet\u00ebr. Rruga p\u00ebr n\u00eb cache mund t\u00eb ndryshohet me variablin ambient DXVK_SHADER_CACHE_PATH.<\/p>\n<p>Zgjatja e re Vulkan VK_EXT_descriptor_heap tani p\u00ebrdoret si t\u00eb dh\u00ebn\u00eb n\u00eb driver\u00ebt q\u00eb e mb\u00ebshtesin at\u00eb.<br \/>Pritet q\u00eb, n\u00eb krahasim me implementimin e vjet\u00ebr t\u00eb modelit t\u00eb lidhjes, t\u00eb bazuar n\u00eb VK_EXT_descriptor_buffer, ky model i ri t\u00eb ofroj\u00eb nj\u00eb nivel t\u00eb ngjash\u00ebm t\u00eb performanc\u00ebs q\u00eb lidhet me CPU-n\u00eb, duke evituar n\u00eb t\u00eb nj\u00ebjt\u00ebn koh\u00eb uljen e performanc\u00ebs n\u00eb GPU-n\u00eb Nvidia (k\u00ebrkohet nvidia-drivers-595.84 dhe m\u00eb t\u00eb reja)<br \/><b>Ndryshimet D3D9<\/b><br \/>P\u00ebr t\u00eb emuluar nj\u00eb konvejere t\u00eb vjet\u00ebr me funksione t\u00eb fikura, e cila lejon loj\u00ebrat D3D8 dhe D3D9 t\u00eb kryejn\u00eb rendering pa shader, DXVK m\u00eb par\u00eb gjeneronte kod shader vet\u00eb n\u00eb koh\u00eb reale n\u00eb baz\u00eb t\u00eb gjendjes s\u00eb konveyor\u00ebs. N\u00eb disa loj\u00ebra, si Unreal Tournament 2004, kjo mund t\u00eb shkaktonte pengesa t\u00eb dukshme madje pas periudhave t\u00eb gjata loje.<\/p>\n<p>P\u00ebr t\u00eb rregulluar k\u00ebt\u00eb, DXVK tani implementon konveyoren me funksione t\u00eb fikura si nj\u00eb \u00e7ift ubershader-i, p\u00ebr t\u00eb cilat variantet e optimizuara p\u00ebrpunohen n\u00eb sfond.<br \/><b>Optimizimi i ngarkes\u00ebs s\u00eb buffers.<\/b><br \/>P\u00ebr t\u00eb p\u00ebrputhur m\u00eb sakt\u00eb sjelljen e Windows, lloje t\u00eb ndryshme buffers, t\u00eb cilat p\u00ebrpara vendoseshin direkt n\u00eb VRAM, tani ngarkohen sipas k\u00ebrkes\u00ebs, si dhe u implementua nj\u00eb strategji e kufizimit t\u00eb sasis\u00eb s\u00eb memories s\u00eb operativ, e cila rregullon d\u00ebshtimet e lidhura me hap\u00ebsir\u00ebn adresuese n\u00eb nj\u00eb num\u00ebr loj\u00ebrash 32-bit D3D9. <br \/>K\u00ebto ndryshime gjithashtu mund t\u00eb p\u00ebrmir\u00ebsojn\u00eb performanc\u00ebn n\u00eb sisteme pa madh\u00ebsin\u00eb e BAR t\u00eb ndryshueshme n\u00eb loj\u00ebra si GTA IV.<\/p>\n<p>N\u00eb sisteme q\u00eb mb\u00ebshtesin mjaftuesh\u00ebm VK_EXT_sample_locations dhe VK_EXT_extended_dynamic_state3, gjendja e rendering D3DRS_MULTISAMPLEANTIALIAS tani funksionon si\u00e7 duhet, duke lejuar aplikacionet t\u00eb p\u00ebrdorin rasterizimin me nj\u00eb most\u00ebr gjat\u00eb rendering n\u00eb objektet e target t\u00eb rendering me shum\u00eb mostra. Kjo eliminon problemet me vizatimin e nd\u00ebrfaqeve p\u00ebrdoruesit n\u00eb Anno 1701, Men of War Assault Squad dhe probleme t\u00eb ngjashme n\u00eb loj\u00ebra t\u00eb tjera me MSAA t\u00eb aktivizuar.<\/p>\n<p>Burimet e zakonshme tani punojn\u00eb me implementimin origjinal t\u00eb Wine dhe nuk k\u00ebrkojn\u00eb m\u00eb rregullime specifike p\u00ebr Proton.<\/p>\n<p>Po ashtu, duhet p\u00ebrmendur nj\u00eb num\u00ebr rregullimesh p\u00ebr loj\u00ebra t\u00eb ndryshme q\u00eb tani do t\u00eb funksionojn\u00eb m\u00eb mir\u00eb.<\/p>\n<p><\/noindex><\/noindex><\/p>\n<p>Burimi: <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 SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\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 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