Compare commits
No commits in common. "factory" and "factory" have entirely different histories.
3
dxvk-2.4.tar.gz
Normal file
3
dxvk-2.4.tar.gz
Normal file
@ -0,0 +1,3 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:eb5b9d4e797daa0a42181a907fe8ff13dcf8aacde3d900def801e4c29906523b
|
||||
size 4538917
|
@ -1,3 +0,0 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:60e13f8e3e79a63c99322e62a4298af046fb086ec827ba1f1d5c33e75d0e008b
|
||||
size 4619233
|
88
dxvk.changes
88
dxvk.changes
@ -1,91 +1,3 @@
|
||||
-------------------------------------------------------------------
|
||||
Sat Nov 23 20:28:31 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
|
||||
|
||||
- Update to 2.5.1:
|
||||
* Fixed a major regression where anisotropic filtering would not work correctly in D3D9 games
|
||||
* Fixed some build issues with dxvk-native
|
||||
* Fixed some build issues with recent versions of clang
|
||||
* GTA Trilogy Definitive Edition: Work around a crash when HDR is enabled
|
||||
* Note: Since these games use Unreal Engine 4, HDR is unsupported in D3D11 mode
|
||||
|
||||
-------------------------------------------------------------------
|
||||
Fri Sep 27 00:12:25 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
|
||||
|
||||
- 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 <simon.vogl@gmx.net>
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
name: dxvk
|
||||
version: 2.5.1
|
||||
mtime: 1731929561
|
||||
commit: b276c60f4941e8623ae1692b5c832902ac678e1d
|
||||
version: 2.4
|
||||
mtime: 1720605374
|
||||
commit: 008afc1c5f287e82a553108790da6e10b1159200
|
||||
|
Loading…
Reference in New Issue
Block a user