Skip to content

Releases: doitsujin/dxvk

Version 1.4.6

03 Dec 15:57
v1.4.6
0e44bc3
Compare
Choose a tag to compare

Update: Builds updated with 1ae7d4b to work around potential game crashes when the state cache is enabled, see #1266. The root cause is currently unknown and might be a driver bug.

Bug fixes and Improvements

  • Fixed a bug potentially causing crashes during display mode changes or when closing a game.
  • Fixed an issue that would cause CPU-limited performance to degrade over time, especially in workloads involving Deferred Contexts.
  • American Truck Simulator / Euro Truck Simulator 2: Fixed rendering issues (#1250)
  • Final Fantasy XIV: Fixed radial blur not working due to a division-by-zero workaround.
  • Warcraft III Reforged: Implemented missing DXGI features to allow the game to run (#1252)

Version 1.4.5

19 Nov 23:11
v1.4.5
9e96554
Compare
Choose a tag to compare

Performance

  • Enabled asynchronous presentation on all GPUs, and removed the dxvk.asyncPresent option. Previously, this option was disabled on Nvidia GPUs due to sporadic GPU hangs. If you still encounter issues, please make sure to use a recent driver version, and also test the current Vulkan developer beta (435.27.07) if possible.
  • Reduced the amount of thread synchronization around occlusion queries in order to improve multithreading efficiency.

These changes may improve CPU-bound performance in Final Fantasy XIV and other games that are at least partially bottlenecked by draw call throughput.

Bug fixes and Improvements

  • Fixed occational hangs on Nvidia GPUs when resizing the game window.
  • Fixed possible crashes when using Wine's DXGI implementation (PR #1240).
  • Re-implemented constant buffer range check for Nvidia GPUs to use storage buffers instead of uniform buffers in order to match D3D11 behaviour.
  • Dirt Rally: Fixed GPU hang on RADV caused by uninitialized UAV counters.
  • Earth Defense Force 4.1: Fixed issue with certain objects and HUD elements not rendering (#1242).
  • Final Fantasy XV: Fixed severe performance degradation when the Geomapping option is enabled, caused by a game bug.
  • Metal Gear Solid V: Disabled loading of OpenVR DLLs to work around a weird issue with all rendering being flipped vertically (#1245).
  • Metro 2033: Fixed rendering issues when Depth of Field is enabled, caused by a game bug.

Version 1.4.4

27 Oct 18:03
v1.4.4
7db98a1
Compare
Choose a tag to compare

Bug fixes and Improvements

  • Fixed a bug introduced in DXVK 1.4.3 where invalid state cache entries would be generated in some cases, leading to invalid Vulkan API usage. Any broken entries will be removed from the cache automatically.
  • Fixed Vulkan validation errors with geometry shaders not declaring an invocation count.
  • Fixed potential read-after-write hazards involving vertex and index buffers.
  • Minor optimizations for Stream Output and Append/Consume buffers (used e.g. by Unity Engine).
  • Reduced memory footprint of small, frequently-updated buffers.
  • Removed useless d3d10.enable configuration option.
  • Skyrim SE: Worked around multiple ENB bugs to fix crashes (#865)
  • Saints Row 3/4 and Titan Quest: Added workaround for flickering issues on Nvidia (PR #1233)

Version 1.4.3

18 Oct 16:37
v1.4.3
ad3542f
Compare
Choose a tag to compare

Bug fixes and Improvements

  • Implemented a new state cache file format which will lead to significantly smaller files. State caches from previous DXVK versions will be converted automatically.
  • Further reduced CPU overhead, particularly in games with a large number of different shaders.
  • Fixed incorrect barriers in case graphics shaders write to UAVs.
  • Fixed incorrect MSAA sample positions being reported to shaders.
  • Fixed some MSVC compiler warnings (#1218).

Version 1.4.2

04 Oct 21:16
v1.4.2
70ef456
Compare
Choose a tag to compare

Bug fixes and Improvements

  • Minor reduction of CPU overhead
  • Fixed a minor performance regression introduced in 1.4.1 in GPU-bound scenarios.
  • Fixed a case of incorrect NaN behaviour in shaders.
  • Fixed various minor DXGI issues to improve pass rate in wine tests.
  • Call of Duty: Modern Warfare Remastered: Report all GPUs as Nvidia to work around game crashes.

Version 1.4.1

27 Sep 21:47
v1.4.1
6b5d01c
Compare
Choose a tag to compare

Bug fixes and Improvements

  • Fixed some potential crashes in D3D10 code.
  • Fixed incorrect handling of UNDEFINED primitive topology.
  • Device loss errors will now be forwarded to the application so that it can react accordingly.
  • Batman: Arkham City: Fixed a regression causing the game to crash. (#1203)
  • Hitman 2: Reporting all GPUs as Nvidia GPUs to work around issues with the AMDAGS library introduced with a recent game update. (#1201)
  • Ni no Kuni Remastered: Implemented missing shader instructions to fix crashes and rendering issues. (#1200)

Version 1.4

21 Sep 15:08
v1.4
21b2a9a
Compare
Choose a tag to compare

Features

D3D11 runtime interface

D3D11 interfaces were updated to D3D11.4, which is the latest version available in Windows 10 (1903). This introduces a number of new API features, some which are supported by DXVK if the underlying Vulkan driver supports the corresponding features.

The following features are optional and are currently not supported:

  • D3D11.2: Tiled Resources
  • D3D11.3: Conservative Rasterization
  • D3D11.3: Rasterizer Ordered Views

These features may be implemented in the future in case any games make use of them.

This change fixes a crash in Plants vs Zombies - Battle for Neighborville, which requires at least a D3D11.3 runtime.

DXGI runtime interface

To match the D3D11.4 update, DXGI interfaces were updated to DXGI 1.5.
This allows application to query for HDR support. HDR itself is not supported.

Support for GDI interop with DXGI surfaces was added to fix an issue with the Rockstar Game Launcher. Note that the launcher itself also requires fixes to Wine's Direct2D implementation, see #1196.

Resource mapping improvements

The d3d11.allowMapFlagNoWait option is now enabled by default, which may improve performance in certain games. An issue that would prevent it from working correctly in The Witcher 3 and other games has been fixed, and synchronization now behaves more like it would on a native D3D11 driver.

Note: This change may introduce regressions. When reporting a bug, please check whether setting d3d11.allowMapFlagNoWait = False in the configuration file fixes your problem and include this information in your bug report.

Bug Fixes and Improvements

  • Fixed a potential performance issue in games making heavy use of Deferred Contexts, such as Dark Souls III and Sekiro: Shadows Die Twice.
  • More accurate resource tracking may in some cases lower CPU overhead slightly.

Version 1.3.4

08 Sep 19:34
v1.3.4
e280830
Compare
Choose a tag to compare

Bug fixes and Improvements

  • Added workaround for failing winelib builds with wine 4.15 (#1179)
  • Fixed a potential memory leak in games using Direct2D (issue found by @jp7677)
  • Control: Enabled d3d11.allowMapFlagNoWait option to improve GPU utilization.
  • Quantum Break: Fixed performance issue affecting Nvidia and older AMD drivers.

Version 1.3.3

29 Aug 19:22
v1.3.3
2776ef4
Compare
Choose a tag to compare

Bug fixes and Improvements

  • Improved Clang and libc++ compatibility (PR #1173)
  • Implemented proper hazard tracking for resource views, as mandated by the D3D11 runtime. This fixes visual artifacts in Shining Resonance: Refrain on AMD GPUs.
    Note: This may have a small performance impact in some games.
  • Far Cry Primal: Worked around a weird issue causing the game's graphics to turn red
  • SteamVR Performance Test: Fixed broken rendering caused by a bug in the deferred context implementation (#1160)

Version 1.3.2

05 Aug 20:21
v1.3.2
9fdd7bf
Compare
Choose a tag to compare

Update: Binaries have been re-built with bd40b05.

Bug fixes and Improvements

  • Fixed a regression that caused crashes and rendering issues Dishonored 2, The Division, Anno 1800 and potentially other games (#1148, #1149, #1151)
  • Fixed a bug that could lead to atomic append/consume operations in fragment shaders being executed incorrectly. This fixes possible hangs in Sunset Overdrive.
  • Fixed an issue where geometry shaders would emit more components than supported by the hardware (#1121).
  • Slightly reduced CPU overhead in some DirectX 11.1 games, such as World of Warcraft.
  • Per feature request, added the dxvk.hud configuration option to enable the HUD. This option will be used if the DXVK_HUD environment variable is not set.
  • On Nvidia GPUs, presentation will now be performed on the main thread again in an attempt to improve stability. Asynchronous presentation is still enabled on AMD and Intel GPUs.