Version 2.5 of the DXVK layer is available, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 8, 9, 10, and 11, which operates through call translation to the Vulkan API. To use DXVK, drivers supporting Vulkan API 1.3 are required, such as Mesa RADV 24.0, NVIDIA 535.183.01, Intel ANV 24.0, AMDVLK 2024.Q1.3, AMDGPU-PRO, and NVK 24.1. DXVK can be used to run 3D applications and games on Linux using Wine, serving as a higher-performance alternative to the implementations of Direct3D built into Wine that run on OpenGL.
Huvudsakliga förÀndringar:
- The memory and resource management code has been completely rewritten for more efficient operation with video memory. A defragmentation process now runs periodically, returning unused memory to the system. The memory return is triggered when there is a shortage of memory in the system or when a large amount of unused memory is present (leaving a small amount of unused memory for the process is useful for speeding up subsequent memory allocation operations).
Thanks to the reduction in memory fragmentation, there is a significant decrease in peak memory consumption in games such as God of War, in some situations reaching up to 1 GB. The best performance of the new memory management code is achieved with drivers that support Vulkan extensions VK_EXT_memory_budget and VK_KHR_maintenance5. A setting for controlling the activation of defragmentation, dxvk.enableMemoryDefrag, is disabled for the Intel ANV driver.
- Support for emulated cursors has been implemented for Direct3D 8/9, allowing any images to be set as the mouse cursor in games. This change resolved cursor disappearance issues in Dungeon Siege 2, Act of War, and some older games based on Direct3D 8.
- Strict emulation of floating-point calculations is enabled by default when using NVIDIA 565.57.01 or newer driver versions.
- Work has been done to improve the performance of Direct3D 8/9 on mobile GPUs.
- In Direct3D 11, a restriction has been implemented on the intensity of resource creation, loading, and return operations when a certain threshold of allocated memory is exceeded, which enhances stability and reduces memory consumption in 32-bit games.
- I DXGI har de ersÀttningsbara virtuella framebufferna (SwapChain) implementerat effekter av sekventiell bufferbyte, vilket gör att spel kan lÀsa innehÄllet i redan visade buffertar.
- För dxvk-native har en backend baserad pÄ SDL3-biblioteket lagts till.
- För att öka effektiviteten i minneshanteringen anvÀnds Vulkan-tillÀgget VK_EXT_pageable_device_local_memory, förutsatt att drivrutinen stöder det.
- Problem som upptrÀder i spelen har ÄtgÀrdats:
- Ascension to the Throne
- Call of Duty: Modern Warfare 2 Campaign Remastered
- Command & Conquer: Generals
- Diablo 4
- Dishonored 2
- Kingâs Bounty: Warriors of the North
- Rayman 3
- Ryse: Son of Rome
- Sekiro: Shadows Die Twice
- Tales of Arise
- The Sims 4
- Tomb Raider: Legend
- Total War: Rome II
- Vindictus
- Yakuza 0
- Yakuza Kiwami
KĂ€lla: opennet.ru
