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@ -1,3 +1,91 @@
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-------------------------------------------------------------------
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Sat Nov 23 20:28:31 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
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- Update to 2.5.1:
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* Fixed a major regression where anisotropic filtering would not work correctly in D3D9 games
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* Fixed some build issues with dxvk-native
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* Fixed some build issues with recent versions of clang
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* GTA Trilogy Definitive Edition: Work around a crash when HDR is enabled
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* Note: Since these games use Unreal Engine 4, HDR is unsupported in D3D11 mode
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-------------------------------------------------------------------
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Fri Sep 27 00:12:25 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
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- Update to 2.4.1:
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* The size for memory chunks is now determined dynamically based
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on the amount of memory the application has already allocated
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This should improve the out-of-the-box behaviour in various
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game launchers; the dxvk.maxChunkSize option was removed
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accordingly
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* Fixed an issue where the Vulkan swap chain would not always be
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recreated appropriately in a native Wayland environment
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* Fixed an issue with descriptor pools growing too large on
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Nvidia cards in some situations
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* Changed default shader code generation for DXBC mad
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instructions to work around flickering issues in games that
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use different vertex shaders to render the same geometry in
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multiple render passes. The d3d11.longMad and d3d9.longMad
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options were removed accordingly
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* Improved overall robustness of the D3D8 implementation with
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error handling and fixed various memory leaks
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* Slightly improved performance by optimizing vertex buffer
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uploads
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* Significantly improved performance in some games using
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Software Vertex Processing
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* Fixed full-screen presentation issues in some Game Maker games
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* Removed VK_IMAGE_USAGE_SAMPLED_BIT from textures that don't
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need it
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* Enabled strict float emulation by default on AMDVLK now that
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this driver optimizes the pattern emitted by DXVK
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Do note that this was already the case on RADV
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* Chrome: Gold Edition: Enabled 60 FPS limit to work around game
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issues at higher frame rates
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* GTA: San Andreas: Fix regression that made it crash with DXVK
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2.4
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* Operation Racoon City: Worked around a game crash
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* Prince of Persia (2008): Enabled 240 FPS limit to work around
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game issues at very high frame rates
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* Rayman 3: Fixed missing geometry
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* Serious Sam 2: Fix in-game videos
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* Splinter Cell: Pandora Tomorrow: Enabled 60 FPS limit to fix
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broken input and physics
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* The First Templar: Fixed lighting issues
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* The Sims 2: Fix regression that made it crash with earlier
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DXVK versions
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* Worked around a general issue wherein some games default to an
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integrated GPU based on the amount of available video memory
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* Worked around an issue where various games would misbehave
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when the amount of available VRAM is reported as a power of
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two
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* Changed shader code generation for dot product instructions to
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be more in line with code generation on native drivers
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This fixes a water rendering issue in Trails through Daybreak
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on Nvidia
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* Implemented a basic dead code elimination pass to avoid
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generating invalid SPIR-V shaders in rare situations
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Note: All these shader-related changes will invalidate
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fossilize databases
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* Games will now leave fullscreen mode when the game window
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loses focus
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This is closer to Windows behaviour and fixes various issues
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with games hanging on some setups
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* Made sure the built-in options in DXVK for a game take
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precedence over the options enabled/disabled by DXVK-NVAPI
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This fixes a performance regression in God of War on Nvidia
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GPUs
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* Batman Arkham Knight: Worked around an issue where the game
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does not start when it detects an Intel GPU
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* Hunt Showdown: Fixed a crash caused by DXVK reporting a very
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high UMD driver version
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* Kena: Bridge of Spirits: Worked around a water rendering issue
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when the game detects an Intel GPU
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* Microsoft Flight Simulator: Fixed garbled screen on start-up
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* Senran Kagura Peach Ball: Fixed character models being
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rendered the wrong way around
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* The Sims 4: Work around a crash caused by a use-after-free bug
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in the game
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-------------------------------------------------------------------
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-------------------------------------------------------------------
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Sun Aug 25 11:40:13 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
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Sun Aug 25 11:40:13 UTC 2024 - Simon Vogl <simon.vogl@gmx.net>
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