Releases: doitsujin/dxvk
Version 1.5.3
Bug fixes and Improvements
- Fixed a potentially critical D3D9 regression introduced in 1.5.2.
- Fixed some Vulkan validation errors in D3D9 applications
- Improved GPU-limited D3D9 performance on some drivers, e.g. in A Hat in Time.
- D3D10 apps will now be recognized as such by the HUD instead of being shown as D3D11.
- Mafia II: Fixed shadow rendering issues (#1294)
- Skyrim: Fixed rendering issues caused by broken ENB shaders
- Torchlight: Fixed rendering issues in the menu (#1378)
Version 1.5.2
Compatibility
Vulkan 1.1 is now required, which means that very old drivers will no longer be able to run DXVK:
- AMD / Intel: Mesa 17.3 and older
- Nvidia: 390.xx and older
Additionally, the Vulkan loader installed on the system must support Vulkan 1.1.
Note that having an incompatible driver installed, even alongside more recent versions, may cause Vulkan initialization failure or application crashes on startup. Remove any such drivers when running into issues.
The reason for this change is that the Vulkan 1.0 fallback path was largely untested and did not always work correctly, removing it also allowed for a minor code cleanup.
Bug fixes and Improvements
- Implemented some missing D3D9 swap chain functionality to allow various applications to run, including the ATi ToyShop demo, Atelier Sophie (#1341) and Dynasty Warriors 7 (#1361).
- Various D3D9 bug fixes and minor performance and memory optimizations
- Added
d3d9.forceSwapchainMSAA
option to force MSAA on D3D9 swap chain images. - Enabled
d3d9.deferSurfaceCreation
for a large number of D3D11 games in the Atelier series to fix the menu not showing up. Requires the use of both DXVK's D3D11 and D3D9 implementations. - Dragon Age Origins: Fixed some Vulkan validation errors
- Entropia Universe: Added
d3d11.invariantPosition
option to fix Z-fighting issues on some graphics drivers (#1364) - Ferentus/Herrcot/Xiones: Fixed sky rendering as well as a minimap regression (misyltoad/d9vk#306)
- Gothic 3: Disabled
d3d9.supportDFFormats
option to fix shadow rendering (#1367) - Tales of Vesperia: Fixed a race condition causing frequent crashes, which was introduced in DXVK 1.4.5.
- TrackMania United Forever: Fixed unnecessary CPU <> GPU synchronization to improve performance (#1363)
- Vampire The Masquerade: Bloodlines: Fixed rendering issues with refractive windows
- Warriors Orochi 4: Fixed a minor discrepancy in D3D11 query tracking due to a series of game bugs
Version 1.5.1
Bug Fixes and Improvements
- Overall D3D9 performance improvements
- Improved depth bias implementation in D3D9. This fixes rendering issues like missing shadows and decals in a lot of titles.
- Fixed a bug where some D3D9 games would crash with a divide by zero error on launch
- Fixed incorrect specular rendering in many D3D9 games using Pixel Shader 1.x
- Restored functionality of the
dxvk.hud
configuration option which was accidentally removed in 1.5. (#1279) - Tweaked number of threads used for pipeline compilation. This was done to reduce the performance impact on common 6-core and 8-core CPUs while also allowing newer CPUs with more than 12 cores to use more threads.
Note that this can still be customized with thedxvk.numCompilerThreads
option. - GTA V: Fixed a regression that would cause extremely poor performance when enabling Vsync in full-screen mode (#1314)
- Halo CE: Fixed shield and glass rendering in Halo and Halo CE (#1309)
- Need For Speed: Carbon: Fixed blur effect (#1295)
- Risen 2: Fixed inventory in not rendering (#1290)
- Sims 4: Fixed a crash when changing to/from fullscreen (#1304)
- Trackmania Forever: Fixed crash on startup (#1278)
- Vampire The Masquerade: Bloodlines: Fixed an issue with the game window being a small box when using fullscreen mode with a non-native resolution.
Version 1.5
D3D9 support
D9VK is now part of DXVK, which means that D3D9 games are now supported by default. Refer to the pull request for details and planned future work, and beware of frogs.
For future bug reports, please clarify which API is used by the game in question.
Bug fixes on top of D9VK 0.40.1
- Fixed some memory and resource leaks in state blocks, deletion and device resetting
- Dark Souls: Prepare to Die Edition: Fixed a black screen issue that occured on some drivers
HUD improvements
- Improved overall appearance of the HUD and fixed an issue with some glyphs being placed incorrectly.
- Memory allocation statistics now show the amount of memory allocated per Vulkan memory heap, which allows distinguishing between video memory and system memory allocations.
- Fixed an issue where the draw call and queue submission statistics would be updated before the current frame has finished processing, leading to inaccurate numbers.
- Draw call and queue submission statistics are now updated every 0.5 seconds to make them more readable.
Bug fixes and Improvements
- Atelier Ryza: Enabled workaround for a black screen issue caused by the game's D3D9 usage when trying to play back intro videos. Requires both D3D9 and D3D11.
- Crysis 3: All GPUs are now reported as Nvidia GPUs by default. This enables the game to use a fast path with considerably lower CPU overhead, but may cause a small performance hit on certain Nvidia GPUs in GPU-bound scenarios. Note that it might be necessary to disable the loading of
nvapi.dll
in your wine prefix when using wine-staging. - Fifa 19: Fixed crash caused by a missing DXGI function (#1268).
- Halo MCC: Reduced the number of log messages being generated due to invalid D3D11 API usage.
- Star Citizen: Fixed a regression introduced in DXVK 1.4.3 causing lighting issues (#1262).
Version 1.4.6
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
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
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
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
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
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)