diff --git a/dxvk-2.4.1.tar.gz b/dxvk-2.4.1.tar.gz new file mode 100644 index 0000000..85aa177 --- /dev/null +++ b/dxvk-2.4.1.tar.gz @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9c68c10e49420eec47d5cfd8d81fd4d063a40196a9ef40e79c00b68c9b28aac4 +size 4546287 diff --git a/dxvk-2.4.tar.gz b/dxvk-2.4.tar.gz deleted file mode 100644 index 8683633..0000000 --- a/dxvk-2.4.tar.gz +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:eb5b9d4e797daa0a42181a907fe8ff13dcf8aacde3d900def801e4c29906523b -size 4538917 diff --git a/dxvk.changes b/dxvk.changes index 9c60c7b..d49c32f 100644 --- a/dxvk.changes +++ b/dxvk.changes @@ -1,3 +1,81 @@ +------------------------------------------------------------------- +Fri Sep 27 00:12:25 UTC 2024 - Simon Vogl + +- Update to 2.4.1: + + * The size for memory chunks is now determined dynamically based + on the amount of memory the application has already allocated + This should improve the out-of-the-box behaviour in various + game launchers; the dxvk.maxChunkSize option was removed + accordingly + * Fixed an issue where the Vulkan swap chain would not always be + recreated appropriately in a native Wayland environment + * Fixed an issue with descriptor pools growing too large on + Nvidia cards in some situations + * Changed default shader code generation for DXBC mad + instructions to work around flickering issues in games that + use different vertex shaders to render the same geometry in + multiple render passes. The d3d11.longMad and d3d9.longMad + options were removed accordingly + * Improved overall robustness of the D3D8 implementation with + error handling and fixed various memory leaks + * Slightly improved performance by optimizing vertex buffer + uploads + * Significantly improved performance in some games using + Software Vertex Processing + * Fixed full-screen presentation issues in some Game Maker games + * Removed VK_IMAGE_USAGE_SAMPLED_BIT from textures that don't + need it + * Enabled strict float emulation by default on AMDVLK now that + this driver optimizes the pattern emitted by DXVK + Do note that this was already the case on RADV + * Chrome: Gold Edition: Enabled 60 FPS limit to work around game + issues at higher frame rates + * GTA: San Andreas: Fix regression that made it crash with DXVK + 2.4 + * Operation Racoon City: Worked around a game crash + * Prince of Persia (2008): Enabled 240 FPS limit to work around + game issues at very high frame rates + * Rayman 3: Fixed missing geometry + * Serious Sam 2: Fix in-game videos + * Splinter Cell: Pandora Tomorrow: Enabled 60 FPS limit to fix + broken input and physics + * The First Templar: Fixed lighting issues + * The Sims 2: Fix regression that made it crash with earlier + DXVK versions + * Worked around a general issue wherein some games default to an + integrated GPU based on the amount of available video memory + * Worked around an issue where various games would misbehave + when the amount of available VRAM is reported as a power of + two + * Changed shader code generation for dot product instructions to + be more in line with code generation on native drivers + This fixes a water rendering issue in Trails through Daybreak + on Nvidia + * Implemented a basic dead code elimination pass to avoid + generating invalid SPIR-V shaders in rare situations + Note: All these shader-related changes will invalidate + fossilize databases + * Games will now leave fullscreen mode when the game window + loses focus + This is closer to Windows behaviour and fixes various issues + with games hanging on some setups + * Made sure the built-in options in DXVK for a game take + precedence over the options enabled/disabled by DXVK-NVAPI + This fixes a performance regression in God of War on Nvidia + GPUs + * Batman Arkham Knight: Worked around an issue where the game + does not start when it detects an Intel GPU + * Hunt Showdown: Fixed a crash caused by DXVK reporting a very + high UMD driver version + * Kena: Bridge of Spirits: Worked around a water rendering issue + when the game detects an Intel GPU + * Microsoft Flight Simulator: Fixed garbled screen on start-up + * Senran Kagura Peach Ball: Fixed character models being + rendered the wrong way around + * The Sims 4: Work around a crash caused by a use-after-free bug + in the game + ------------------------------------------------------------------- Sun Aug 25 11:40:13 UTC 2024 - Simon Vogl diff --git a/dxvk.obsinfo b/dxvk.obsinfo index 356b20b..59243ff 100644 --- a/dxvk.obsinfo +++ b/dxvk.obsinfo @@ -1,4 +1,4 @@ name: dxvk -version: 2.4 -mtime: 1720605374 -commit: 008afc1c5f287e82a553108790da6e10b1159200 +version: 2.4.1 +mtime: 1727345366 +commit: 0cf05780abd7250c2cd713b7749cf32180157cf5 diff --git a/dxvk.spec b/dxvk.spec index 6b34daa..daaed5c 100644 --- a/dxvk.spec +++ b/dxvk.spec @@ -17,7 +17,7 @@ Name: dxvk -Version: 2.4 +Version: 2.4.1 Release: 0 Summary: Vulkan-based Direct3D 8/9/10/11 implementation for Linux / Wine License: zlib-acknowledgement