Version 2.2
D3D11On12 support
In order to enable D3D12 support in recent Unity Engine titles such as Lego Builder's Journey, this release introduces support for creating D3D11 devices from a D3D12 device using D3D11On12CreateDevice, as well as the basic ID3D11On12Device interface. This is achieved by importing the Vulkan device and resource handles from vkd3d-proton into DXVK, and otherwise uses DXVK's existing D3D11 implementation.
A vkd3d-proton
build as of HansKristian-Work/vkd3d-proton@26c4fed or later is required for this to work.
D3D9 Partial Presentation
DXVK now supports presenting to parts of a window by copying the contents of the backbuffer to system memory and then drawing them into the window on the CPU. This improves compatibility with game launchers, particularly those based on Microsoft's WPF toolkit, and some visual novels. It will however come with a noticable performance hit.
Additionally, overall behaviour of D3D9 swap chains was improved and the d3d9.noExplicitFrontBuffer
option was removed.
Logging changes
When running on Proton or plain Wine, DXVK will no longer create log files by default and instead only write log messages to the console using wine-specific functionality, in order to avoid creating unnecessary extra files. This matches vkd3d-proton behaviour. Note that log file creation can be re-enabled by setting the environment variable DXVK_LOG_PATH
to a valid path.
When filing bug reports, users are encouraged to upload the full Proton log.
Bug fixes and Improvements
- Warnings about unknown interfaces being queried via
QueryInterface
will only be logged once in order to avoid growing log files indefinitely in some games. (#3231) - Fixed a regression when rendering YUY2 or UYUY texture formats. This fixes in-game videos in Jade Empire (#3182) and Sid Meier's Pirates (#3189) (PR #3342)
- Fixed an issue wherein threads were not properly destroyed.
- Fixed Vulkan validation errors caused by incorrect layout tracking when enabling feedback loops for a texture.
- Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9.
- D3D9 StateBlocks now only allocate memory for the parts that are actually used. This fixes Total War: Shogun 2 running out of address space when using the D3D9 renderer. (#2703, PR #3248)
- Improved usage of some
VK_EXT_extended_dynamic_state3
features to avoid hitting slow paths on some drivers. - Improved enumeration of DXGI outputs on systems with multiple GPUs. This fixes performance issues with recent RE Engine games (D3D12) on such systems.
- Significantly reduced memory usage in situations where games create unused D3D11 devices.
- Battle Fantasia Revised Edition: Locked frame rate to 60 FPS to work around game bugs at higher frame rates. (PR #3256)
- Cold Fear: Fixed missing geometry (#3293, PR #3390)
- Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272)
- DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316)
- Far Cry 2: Work around rendering issues on Intel hardware, as well as low performance on all GPUs. (PR #3241)
- Halo: The Master Chief Collection: Fixed memory leak due to invalid query usage by the game (PR #3273)
- Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305)