dxvk: Vulkan-based D3D11 implementation for Linux / Wine

Edit Package dxvk

Provides a Vulkan-based implementation of DXGI and D3D11 in order to run 3D applications on Linux using Wine.

Refresh
Refresh
Source Files
Filename Size Changed
baselibs.conf 0000000085 85 Bytes
dxvk.changes 0000252113 246 KB
dxvk.spec 0000003251 3.17 KB
v1.10.tar.gz 0001178320 1.12 MB
Revision 5 (latest revision is 10)
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 959620 from Marcus Meissner's avatar Marcus Meissner (msmeissn) (revision 5)
- 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.* (forwarded request 959619 from msmeissn)
Comments 0
openSUSE Build Service is sponsored by