Releases: doitsujin/dxvk
Releases · doitsujin/dxvk
Version 0.60
Improvements
- Initial support for 64-bit floating point instructions (#216)
- Improved context flush behaviour for games which use queries incorrectly (#348)
- Frostpunk: Fixed severe performance degradation caused by inefficient query usage by the game
- Optimized use of Vulkan pipeline barriers, leading to higher GPU throughput in some games
- Optimized use of Vulkan descriptor sets, significantly reducing CPU overhead in some games
Bug fixes
- Final Fantasy XV: Fixed flickering geometry issue
- Fixed synchronization issues with UAV rendering
- Fixed rare issue causing DXVK to use incorrect image layouts for render targets
- Timestamp queries now return the correct GPU timer frequency
Compatibility
- Wine 3.10 is now required.
- Support for
VK_EXT_vertex_attribute_divisor
is now required. - Removed shader compiler workarounds for Nvidia 390.xx drivers
New recommended driver versions:
- AMD: Mesa 18.1.2
- Nvidia: 396.24.02
Update June 26th: Uploaded build without unity flags.
Version 0.54
Improvements
- Improved performance on AMD cards by making use of host-visible device-local memory
- Improved GPU utilization and rendering latency in situations with a low number of draw calls
- Added support for Vsync with half refresh rate and lower
Bug fixes
- Fixed regression introduced in v0.53 leading to invalid SPIR-V shaders in The Witcher 3
- Fixed shader compilation failure in Pillars of Eternity II (#408) and Lost Sphear (#406)
- Fixed crash in Sleeping Dogs: Definitive Edition (#407)
- Fixed possible visual issues in Elex caused by non-functional depth-to-color image copies
- Fixed Vulkan validation errors for typeless multisample resolve operations
- Fixed Gamma issue with Unreal Engine 4 games on the RADV driver
- Removed redundant Vulkan API calls
Version 0.53
This release fixes the following regressions introduced with v0.52:
- Fixed GPU hang in World of Warcraft and Far Cry 3 caused by incorrect buffer initialization (#393)
- Fixed crash and X.org errors in Nier: Automata
Bug fixes and Improvements
- Battlefield 1: Fixed mip map generation for typeless images and related Vulkan validation errors
- Battlefield 3: Fixed white and black blocks appearing on the screen
- Diablo 3: Fixed character lighting issue (#370)
- Dirt 4: Implemented missing pixel shader feature, fixed Vulkan validation errors (#395)
- Far Cry 5: Fixed missing visual effects and visual issues during LOD transitions (#344)
- Frostpunk: Fixed Vulkan validation errors
- Grim Dawn: Reduced CPU overhead
- Witcher 3: Fixed visual issue during LOD transitions
Version 0.52
Improvements
- Initial support for DXGI 1.2. Fixes crash in Bioshock 2 Remastered (#121) and Frostpunk (#385).
- Optimized rendering on deferred contexts. Improves performance significantly in Diablo 3.
Bug fixes
- Fallout 4: Fixed freeze during the loading screen (#348)
- Fixed potential performance issue with MSAA
Version 0.51
Bug fixes
- Fixed illegal query usage and resulting visual issues in Shadow Warrior 2
- Fixed bug in the shader compiler causing visual issues in Far Cry 5 and Hitman (2016)
- Fixed bug causing poor performance in Dark Souls 3, Dishonored 2 and other games using Deferred Contexts
- Fixed crash in Overwatch caused by incorrect code alignment (#362)
- Fixed incorrectly reported VRAM size for 32-bit applications
Asynchronous pipeline compilation
Makes uses of VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT
in an attempt to reduce pipeline compilation stutter, and compiles an optimized version of the pipeline on separate threads. Currently, this is only supported on recent git revisions of the AMD RADV driver.
This feature is disabled by default and can be enabled by setting the environment variable DXVK_USE_PIPECOMPILER=1
.
Known issues: Enabling this feature may cause GPU hangs in Prey (2017) and potentially other games.
Version 0.50
Features
- Support for non-native screen resolutions including display mode changes
- Support D3D11 vertex fetch rates if
VK_EXT_vertex_attribute_divisor
is supported
Improvements
- Optimized render target clear operations
- RADV: General improvements to GPU performance
- RADV: Slight reduction in pipeline compile times
- Nvidia: Improved GPU performance for games which use 24-bit depth buffers
Bug fixes
- Batman Arkham City: Fixed texture creation issue (#108)
- Dishonored 2: Fixed shadow rendering
- Far Cry 5: Fixed missing terrain (#344)
- Mortal Kombat X: Fixed GPU hang (#342)
- Skyrimg SE: Fixed rendering issues (#189)
- The Witcher 3: Fixed Fullscreen->Windowed transition
- Fixed Vulkan swap chain creation issues
- Fixed various Vulkan validation errors and invalid SPIR-V leading to corrupted graphics on Nvidia (#267)
Version 0.42
Improvements:
- Added support for DXGI Gamma Control functions (#260)
- Avoid compiling the same DXBC shader multiple times
- Implemented missing HLSL semantics for tessellation and geometry shaders
Bug fixes
Version 0.41
Improvements:
- Slight reduction of overall CPU overhead
- Better GPU saturation when Deferred Contexts are used for rendering
- Configurable HUD
Bug fixes
Version 0.40
Features:
- Improved support for deferred contexts
- Initial support for some D3D 11.1 features
- Clipping and Culling planes (#161)
Improvements:
- Reduced overall CPU overhead
- Added on-disk pipeline cache (PR #188)
- Fixed unnecessary GPU-CPU synchronization
- Fixed various violations of the Vulkan specification (#182, #139)
Compatibility:
- Nvidia Kepler / Maxwell 1.0 (GTX 600/700 series) now expose Feature Level 11_0
- wine-staging 3.3 and earlier versions are no longer supported
Version 0.31
- Initial Tessellation support for Unigine Heaven
- More Nvidia fixes