diff --git a/dxvk.changes b/dxvk.changes index fa527be..9de319f 100644 --- a/dxvk.changes +++ b/dxvk.changes @@ -1,3 +1,39 @@ +------------------------------------------------------------------- +Sat Mar 5 14:19:05 UTC 2022 - Marcus Meissner + +- updated to 1.10 + ## Performance improvements + - Reduced unnecessary worker thread synchronization around resource readbacks for both D3D11 and D3D9. This can significantly increase CPU-bound performance in games like **Assassin's Creed: Origins** and other titles built on the same engine, with smaller improvements seen in **Elex II**, **God of War**, **GTA IV** and others. + - When using [D3D11_MAP_WRITE](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_map) on a staging resource that's currently being read by the GPU, DXVK will now attempt to create a copy of that resource in order to avoid GPU synchronization. This improves performance in **Quantum Break** and potentially other games. This behaviour can be tweaked using the `d3d11.maxImplicitDiscardSize` option. + - Optimized [UpdateSubresource](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-updatesubresource) for small constant buffer updates. This further improves performance in **God of War** and potentially other games. + - Improved the way resource uploads and staging buffers are handled in D3D11. This may reduce memory usage and CPU overhead in some - Added more information to the HUD that can be useful for troubleshooting performance issues: GPU synchronizations per frame, worker thread synchronizations per frame, and pipeline barrier count. + - GPU synchronization, when necessary, no longer uses busy-waiting, which may reduce power consumption on portable devices in some games. + + ## Bug fixes and Improvements + - Added a `D3D11On12CreateDevice` stub so applications using this don't immediately crash (PR #2278). + **Note** that supporting D3D11on12 is currently not viable. + - Version numbers for Intel's Windows driver should now be reported properly. + **Note** that using DXVK on this driver is highly discouraged and will likely not work. + - **ArmA 2**: Fixed texture-related issues (PR #2477). + - **Black Mesa**: Fixed + - **Resident Evil 0**, **5**, **6**, **Resident Evil: Revelations 2**: Improved performance (PR #2466). + - **Total War: Warhammer III**: Significantly improved GPU-bound performance on setups with a dedicated GPU. + + ## Per-game workarounds + Replaced the previous `d3d11.apitraceMode` option with `d3d11.cachedDynamicResources`, which provides a more granular way to specify resource types to allocate in cached system memory. Refer to the example `dxvk.conf` for details. This change was not made for the equivalent D3D9 option yet. + + Normally, [D3D11_USAGE_DYNAMIC](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage) resources are expected to be write-only from the CPU and read-only from the GPU, but despite this, some games perform CPU-side reads on the mapped memory, which can cause severe performance degradation since those reads would have to go over PCI-E, or at least uncached write-combined memory. This is especially problematic on systems with Resizeable BAR and can cause issues even on Windows D3D11 drivers. + + Games that will use this option by default include **Age of Empires 2: Definitive Edition** (#2491), **Anno 1800**, **Final Fantasy XIV**, **Nier Replicant**, **The Evil Within** (PR #2522), and all games that previously had `d3d11.apitraceMode` enabled by default. + +- updated to 1.9.4 + Bug fixes and Improvements: + - Fixed an issue that would cause VRAM to not be utilized on RBAR-enabled Nvidia GPUs if the `dxvk.shrinkNvidiaHvvHeap`option is enabled (#2438). + - Enabled strict D3D9 float emulation by default on future versions of RADV. This may improve both accuracy and GPU-bound performance (PR #2448).. + - Improved memory allocation behaviour. This may reduce memory usage especially in games that create multiple processes or D3D devices. + - Removed obsolete options to disable OpenVR support. + - **God of War**: Enabled performance optimizations and DLSS support. *Note that these changes are already included in Proton Experimental.* + ------------------------------------------------------------------- Tue Jan 11 13:21:28 UTC 2022 - Marcus Meissner diff --git a/dxvk.spec b/dxvk.spec index ccf4e1b..0a82fb9 100644 --- a/dxvk.spec +++ b/dxvk.spec @@ -17,7 +17,7 @@ Name: dxvk -Version: 1.9.3 +Version: 1.10 Release: 0 Summary: Vulkan-based D3D11 implementation for Linux / Wine License: zlib-acknowledgement diff --git a/v1.10.tar.gz b/v1.10.tar.gz new file mode 100644 index 0000000..e9e6bdf --- /dev/null +++ b/v1.10.tar.gz @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9e1b47f07179a974a3f0d29ce8b2d6ab4ef94641e1190cdade123d280c2ead9b +size 1178320 diff --git a/v1.9.3.tar.gz b/v1.9.3.tar.gz deleted file mode 100644 index caa8524..0000000 --- a/v1.9.3.tar.gz +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b1ab16443c56c4013bac3699ede4fc61c19bd89f7bdc5e121e2191efdf947001 -size 1166878