{"id":114478,"date":"2024-03-21T12:25:47","date_gmt":"2024-03-21T10:25:47","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/novye-versii-dxvk-2-3-1-i-vkd3d-proton-2-12-c-realizacziej-direct3d-poverh-api-vulkan"},"modified":"2024-03-21T12:25:47","modified_gmt":"2024-03-21T10:25:47","slug":"novye-versii-dxvk-2-3-1-i-vkd3d-proton-2-12-c-realizacziej-direct3d-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sv\/blog\/news\/novye-versii-dxvk-2-3-1-i-vkd3d-proton-2-12-c-realizacziej-direct3d-poverh-api-vulkan","title":{"rendered":"Nya versioner av DXVK 2.3.1 och vkd3d-proton 2.12 med implementering av Direct3D ovanp\u00e5 Vulkan API","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Versionen av DXVK 2.3.1 \u00e4r tillg\u00e4nglig, vilket tillhandah\u00e5ller en implementation av DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 och 11 som fungerar genom att \u00f6vers\u00e4tta anrop till Vulkan-API. F\u00f6r att anv\u00e4nda DXVK kr\u00e4vs drivrutiner som st\u00f6der Vulkan-API 1.3, s\u00e5som Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 och AMDVLK. DXVK kan anv\u00e4ndas f\u00f6r att k\u00f6ra 3D-applikationer och spel p\u00e5 Linux med Wine, vilket fungerar som ett mer prestandaintensivt alternativ till de inbyggda Wine-implementationerna av Direct3D 9\/10\/11 som k\u00f6rs ovanp\u00e5 OpenGL.      <\/p>\n<p>Huvudsakliga f\u00f6r\u00e4ndringar:  <\/p>\n<ul>\n<li class=\"l\"> Om systemet st\u00f6djer Vulkan-till\u00e4gget VK_NV_raw_access_chains, anv\u00e4nds det f\u00f6r att \u00f6ka effektiviteten av kodgenereringen av shaders p\u00e5 NVIDIA GPU:er, vilket m\u00f6jligg\u00f6r att prestandan f\u00f6r vissa spel som anv\u00e4nder D3D11 n\u00e4rmar sig prestandan n\u00e4r man anv\u00e4nder Windows-drivrutiner. F\u00f6r att f\u00e5 detta att fungera kr\u00e4vs minst NVIDIA-drivrutiner 550.40.55 och installationen av Proton Experimental-versioner.\n<li class=\"l\"> F\u00f6r spel baserade p\u00e5 D3D9 har metoden f\u00f6r att kopiera systembuffertar till GPU:er f\u00f6rb\u00e4ttrats, vilket har lett till \u00f6kad prestanda i spel som Shank 2, Flammable Freddy och Blood Rayne.\n<li class=\"l\"> Problem som upptr\u00e4der i spelen har \u00e5tg\u00e4rdats:\n<ul>\n<li> Ace Combat Assault Horizon\n<li> Assassin's Creed 2\n<li> Battlefield 2\n<li> Battlefield 2142\n<li> Battlestations Midway\n<li> Blood Rayne\n<li> Codename Panzers Phase One\/Two\n<li> Dead Space (2008)\n<li> Flammable Freddy\n<li> Flatout 3\n<li> Granblue Fantasy Relink\n<li> Gujian 2\n<li> Kenshi\n<li> MySims\n<li> Operation Flashpoint: Red River\n<li> Shank 2\n<li> SkyDrift\n<li> Sonic CD\n<li> Supreme Ruler Ultimate\n<li> Tales from the Borderlands\n<li> The Settlers\n<li> Total War: Medieval 2\n<li> UK Train Simulator 1\n<li> War Thunder  <\/ul>\n<\/ul>\n<p>Dessutom har Valve publicerat uppdateringen VKD3D-Proton 2.12, en gren av koden f\u00f6r vkd3d, skapad f\u00f6r att f\u00f6rb\u00e4ttra st\u00f6det f\u00f6r Direct3D 12 i Proton-spelpaketet. I VKD3D-Proton st\u00f6ds specifika f\u00f6r\u00e4ndringar, optimeringar och f\u00f6rb\u00e4ttringar f\u00f6r b\u00e4ttre prestanda av Windows-spel baserade p\u00e5 Direct3D 12, som \u00e4nnu inte har accepterats i den huvudsakliga vkd3d-koden. Bland skillnaderna n\u00e4mns ocks\u00e5 inriktning p\u00e5 att anv\u00e4nda moderna Vulkan-till\u00e4gg och m\u00f6jligheterna hos de senaste versionerna av grafiska drivrutiner f\u00f6r att uppn\u00e5 full kompatibilitet med Direct3D 12.      <\/p>\n<p>Bland f\u00f6r\u00e4ndringarna i den nya versionen:  <\/p>\n<ul>\n<li class=\"l\"> St\u00f6d f\u00f6r NVIDIA Reflex-mekanismen har lagts till, med Vulkan-till\u00e4gget VK_NV_low_latency2.\n<li class=\"l\"> API D3D12 Render Pass har implementerats.\n<li class=\"l\"> En stub f\u00f6r gr\u00e4nssnittet ID3D12DeviceRemovedExtendedDataSettings har lagts till f\u00f6r att l\u00f6sa problem med vissa spel.\n<li class=\"l\"> St\u00f6d f\u00f6r Vulkan-till\u00e4gget VK_EXT_device_fault har lagts till f\u00f6r att f\u00e5 information om fel.\n<li class=\"l\"> P\u00e5 system med Mesa- och NVIDIA-drivrutiner har st\u00f6det f\u00f6r Vulkan-till\u00e4gget VK_EXT_swapchain_maintenance1 implementerats f\u00f6r s\u00f6ml\u00f6s v\u00e4xling mellan V-Sync och Tearing-l\u00e4gen.\n<li class=\"l\"> Som standard, med VK_KHR_shader_maximal_reconvergence- och VK_KHR_shader_quad_control-till\u00e4gg, har st\u00f6d f\u00f6r Shader Model 6.7 deklarerats.\n<li class=\"l\"> F\u00f6r GPU Intel Arc, med st\u00f6d f\u00f6r VK_EXT_descriptor_buffer-till\u00e4gget, har en optimerad hanterare f\u00f6r kopiering av deskriptorer lagts till.\n<li class=\"l\"> M\u00f6jlighet till \u00e5terg\u00e5ng till anv\u00e4ndning av ber\u00e4kningsm\u00e4ssiga shaders p\u00e5 system med NVIDIA Pascal och \u00e4ldre GPU:er har s\u00e4kerst\u00e4llts, vilket m\u00f6jligg\u00f6r anv\u00e4ndning av Shader Model 6.7 p\u00e5 system med NVIDIA Pascal GPU:er.\n<li class=\"l\"> St\u00f6d f\u00f6r profileringsl\u00e4ge VKD3D_QUEUE_PROFILE har lagts till.\n<li class=\"l\"> St\u00f6d f\u00f6r Vulkan-till\u00e4gget VK_NV_raw_access_chains har lagts till, vilket avsev\u00e4rt \u00f6kar prestandan i vissa spel p\u00e5 system med NVIDIA GPU:er.\n<li class=\"l\"> Problem med spel har l\u00f6sts:\n<ul>\n<li> Spel p\u00e5 Unreal Engine 5-motorn\n<li> Atlas Fallen\n<li> Persona 3 Reload\n<li> Resident Evil 4\n<li> UE5 Lyra\n<li> Warhammer: Darktide\n<li> World of Warcraft  <\/ul>\n<\/ul>\n<p>K\u00e4lla: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60817\">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 2.3.1, \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 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 1.3, \u0442\u0430\u043a\u0438\u0445 \u043a\u0430\u043a Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 \u0438 AMDVLK. 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 \u0438 \u0438\u0433\u0440 \u0432 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-114478","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - 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 2.3.1, 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