- Update to version 2.7.1:
* Fixed a regression that would cause MSAA resolves to look like
MSAA was not working in a number of D3D9 games.
* Improved performance in some D3D9 games by avoiding unnecessary
render pass barriers, such as Dead Space 2
(PR gh#doitsujin/dxvk#5112).
* Fixed the way tessellation factors are interpreted for line tessellation.
This fixes particle rendering in DCS World and potentially other issues.
(gh#doitsujin/dxvk#4327)
* Added the d3d9.modeCountCompatibility configuration option
to work around buffer overflows in older games that do not expect
monitors to support more than ~16 different display modes.
This fixes a crash in AquaNox 2.
* Alone in the Dark: Worked around a crash on start.
(PR gh#doitsujin/dxvk#5158)
* Comanche 4: Worked around an issue where the in-game anti-aliasing
option would only be exposed on certain GeForce4 Ti GPUs.
* Crysis 3: Removed GPU vendor override to work around an issue
where the game wouldn't start after recent EA app updates.
* Note that this change may cause a noticeable performance regression
on AMD systems due to less efficient code paths in the game.
* Dungeon Siege 2: Fixed a regression that would cause character
models to not show in the menu. (gh#doitsujin/dxvk#5175)
* Everybody's Gone to the Rapture: Worked around poor CPU-bound
performance. (PR gh#doitsujin/dxvk#5168)
* Fallout New Vegas: Added vendor override to work around an issue
with the FNV Reloaded mod using an unimplemented NVAPI function on Nvidia GPUs.
(PR gh#doitsujin/dxvk#5136)
* Guilty Gear: Added 60 FPS cap to work around the game speeding up at higher frame rates.
(gh#doitsujin/dxvk#5142, PR gh#doitsujin/dxvk#5143)
* PsiOps: Added 60 FPS cap to work around broken physics at higher
frame rates. (PR gh#doitsujin/dxvk#5145)
* Scarface: Worked around a rendering issue caused by breaking
changes in D3D9 API behaviour.
* Team Fortress 2: Fixed an MSAA-related rendering issue.
(gh#doitsujin/dxvk#5119, PR gh#doitsujin/dxvk#5132)
* The Witcher 1: Added 300 FPS cap to work around a game issue where
Geralt's hair would not render properly in the inventory menu.
* Top Spin 2004: Fixed a memory leak as well as rendering issues.
(PR gh#doitsujin/dxvk#5155)
- Changes from 2.7.0:
* Driver support
The Vulkan extension VK_KHR_maintenance5 is now required.
DXVK has been relying on guarantees made by this extension since version 2.5,
so in order to remove some maintenance burden,
fallbacks that would allow older drivers to run were now removed.
Note: These changes will primarily affect Windows users on AMD Polaris and
Vega GPUs. On Linux, these older GPUs will keep working on RADV
when using Mesa 25.0 or newer.
* Binding model changes
Descriptor management was largely rewritten and modernized.
On newer AMD and Nvidia cards, VK_EXT_descriptor_buffer is now used by default,
which significantly reduces CPU overhead compared to the legacy binding model
and may thus improve CPU-bound performance in games such as
Final Fantasy XIV, God of War, Metaphor: ReFantazio, Watch Dogs 2 and others.
This feature remains disabled on older GPUs due to severe performance
regressions in some cases,
specifically on Nvidia Pascal or older, as well as AMD RDNA2 or older
when using AMDVLK or the AMD Windows driver.
RADV is unaffected by these issues.
Note: A small hit to GPU-bound performance is expected in some cases,
in exchange for more consistent overall performance.
Users can override the default behaviour with the dxvk.enableDescriptorBuffer option.
Enabling Resizeable BAR on supported systems is strongly recommended.
* Memory management
Memory defragmentation is now enabled by default on Intel Battlemage
and Lunar Lake GPUs. On older Intel GPUs, this feature remains
disabled as it may cause rendering issues for unknown reasons,
see gh#doitsujin/dxvk#4395.
On discrete GPUs, DXVK will now enforce the driver-reported VRAM
budget as much as possible, and dynamically evict unused resources
to system memory when under memory pressure.
This should improve performance in many Unity Engine titles on
VRAM-constrained systems, and may allow for higher texture quality
settings to be used in some games.
Temporary slowdowns and stutters are still expected when exceeding
VRAM capacity.
Note: This feature currently does not work as intended on AMD GPUs
due to kernel driver issues.
* Legacy feature removal
The state cache was introduced in Version 0.80 to reduce shader
compilation stutter, and has been largely unused since
the introduction of VK_EXT_graphics_pipeline_library in DXVK 2.0.
In order to reduce maintenance burden, particularly with pipeline-related
changes in this release, this legacy feature was now removed.
Additionally, the d3d9.forceSwapchainMSAA option was removed.
This feature was not really useful since most games either use additional
render targets or provide a built-in MSAA option themselves anyway.
For games that do not provide built-in MSAA, users are encouraged
to use Gamescope to run these games with a higher render resolution instead.
* Added support for planar video output views.
(PR gh#doitsujin/dxvk#4872).
* This is required for video playback in JR EAST Train Simulator.
* D3D11 shaders will now zero-initialize all variables and groupshared
memory by default in order to work around game bugs resulting in undefined behaviour.
The d3d11.zeroWorkgroupMemory option was removed accordingly.
* Optimized D3D9 StretchRect in certain multisample resolve cases
encountered in Source Engine. (PR gh#doitsujin/dxvk#5023)
* Fixed an instance of invalid Vulkan usage in Modulus,
and possibly other Unity Engine games that use the D3D11 video API.
* Implemented support for the ID3DDestructionNotifier interface.
* Vulkan devices that lack the required feature support to run
DXVK will no longer be listed as DXGI / D3D9 adapters.
This may fix crashes in case an outdated graphics driver or an
unsupported integrated GPU are present on the system.
* Trying to build DXVK in a MinGW environment with AVX enabled
will now result in a compile-time error.
* We cannot support AVX builds due to toolchain issues, nor is
it expected to be beneficial.
* Astebreed: Fixed crash when changing graphics options.
(PR gh#doitsujin/dxvk#5034)
* GTR - FIA GT Racing Game: Worked around a game issue that would
cause it to not start. (PR gh#doitsujin/dxvk#5072)
* LEGO City Undercover: Worked around a game issue that would
cause the intro video to be broken.
(gh#doitsujin/dxvk#4997, PR gh#doitsujin/dxvk#5000)
* Star Trek: Starfleet Command III: Worked around resource leak
in GOG build. (PR gh#doitsujin/dxvk#5056)
* Test Drive Unlimited 2: Worked around alt-tab issue causing
input loss. (PR gh#doitsujin/dxvk#5057)
* Wargame: European Escalation: Worked around gamma issue when
the game detects an Nvidia GPU. (PR gh#doitsujin/dxvk#5055) (forwarded request 1324727 from Thaodan)
OBS-URL: https://build.opensuse.org/request/show/1324809
OBS-URL: https://build.opensuse.org/package/show/openSUSE:Factory/dxvk?expand=0&rev=18
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