| Index | index by Group | index by Distribution | index by Vendor | index by creation date | index by Name | Mirrors | Help | Search |
| Name: dxvk | Distribution: openSUSE Tumbleweed |
| Version: 2.6.2 | Vendor: openSUSE |
| Release: 1.1 | Build date: Thu Jun 12 03:25:33 2025 |
| Group: System/Emulators/PC | Build host: reproducible |
| Size: 11391800 | Source RPM: dxvk-2.6.2-1.1.src.rpm |
| Packager: http://bugs.opensuse.org | |
| Url: https://github.com/doitsujin/dxvk | |
| Summary: Vulkan-based Direct3D 8/9/10/11 implementation for Linux / Wine | |
A Vulkan-based translation layer for Direct3D 8/9/10/11 which allows running 3D applications on Linux using Wine.
zlib-acknowledgement
* Thu Jun 12 2025 Simon Vogl <simon.vogl@gmx.net>
- Update to 2.6.2:
* Added DXVK_FILTER_DEVICE_UUID environment variable to filter
devices by their reported driver UUID
* This may be useful on setups with multiple GPUs of the same model
* Improved vendor ID override logic for D3D9 and added
d3d9.hide{Amd,Intel,Nvidia}Gpu configuration options to
improve the out-of-the-box experience in games that refuse to
run on Intel GPUs, or only run with significantly reduced
graphics features
* Improved WSI backend selection in dxvk-native
* D3D9 vendor hack features are now only exposed when reporting
a GPU vendor that supports the given feature on Windows
* This may avoid issues in case games make assumptions based on
vendor IDs rather than format queries
* FIxed an issue that could lead to one eye not updating
properly in some VR games
* Fixed log spam for unsupported D3D8 render states
* Fixed log spam for frequent DXGI adapter queries
* osu! stable: Fixed black screen in D3D9 mode
* Pirate Hunter: Worked around out-of-memory crash
* Red Orchestra: Ostfront: Worked around alt+tab issues
* Rocketbirds 2: Worked around a game bug that would cause the
intro video to be garbled
* Thumper: Worked around track rendering issues on Intel
- Hardcoded git tag in _service to fix downloading wrong version
* Fri May 23 2025 Simon Vogl <simon.vogl@gmx.net>
- Add missing tarball from service manualrun to fix build failure
* Sun May 18 2025 Björn Bidar <bjorn.bidar@thaodan.de>
- Update to 2.6.1:
* Removed sparse buffer usage that was introduced in DXVK 2.6.
This caused all sorts of driver issues that would cause hangs
and instability on AMD Vega GPUs and others. (PR gh#doitsujin/dxvk#4763)
Note: This may increase peak memory usage in some games again.
* Worked around an RTSS bug that would cause the overlay to render incorrectly if the Vulkan
swapchain uses an sRGB format. (gh#doitsujin/dxvk#4777, PR gh#doitsujin/dxvk#4778)
* Worked around an issue where multisample resolves would lead to visual issues
on Nvidia in certain Unity Engine games. (gh#doitsujin/dxvk#4817, PR gh#doitsujin/dxvk#4818)
* Worked around an Intel ANV issue that would cause terrain to misrender
in games such as Assassin's Creed Origins.
* Note: This driver bug was fixed in Mesa 25.0.3.
* Worked around a RADV issue that would cause hangs on RDNA4 GPUs prior to Mesa 25.0.2.
* Note: Please keep your drivers up to date when using these newer GPUs.
* Further improved render pass efficiency for tiling GPUs in some cases,
especially if VK_KHR_load_store_op_none is supported.
* Note: This change does not affect desktop GPUs in any meaningful way.
* Fixed a potential issue with display mode handling on uncommon monitor setups. (PR gh#doitsujin/dxvk#4764)
* Fixed various issues with the SDL3 backend in dxvk-native.
(PR gh#doitsujin/dxvk#4825, PR gh#doitsujin/dxvk#4826)
* Fixed compatibility of MSVC builds with very old CPUs. (PR gh#doitsujin/dxvk#4811)
* Fixed various minor issues that would cause Vulkan validation errors in rare scenarios.
* Hitman 2: Worked around poor CPU-bound performance in certain areas. (PR gh#doitsujin/dxvk#4796)
* Note: This may slightly regress GPU-bound performance.
* LEGO Batman: The Video Game and LEGO Indiana Jones: The Original Adventures:
Worked around a game issue causing horrible UI performance.
(PR gh#doitsujin/dxvk#4798, PR gh#doitsujin/dxvk#4810)
* Need For Speed: Most Wanted (2005): Worked around a crash on Windows. (gh#doitsujin/dxvk#4624)
* Fri Mar 14 2025 Simon Vogl <simon.vogl@gmx.net>
- Update to 2.6:
* Worked around a common game bug that would cause garbled
output on Nvidia when using MSAA
* This affects games such as Assassin's Creed 3 / Black Flag,
Watch Dogs, Stalker: Clear Sky, and others
* Note: This may have a small impact on performance and memory
usage in affected games, including on AMD GPUs, where this
issue did not manifest in rendering issues due to hardware
details
* Potentially improved GPU-bound performance in games that use
NVAPI UAVOverlap feature, such as Baldurs Gate 3
* While this feature was supported before, our previous
implementation was too conservative
* Note: Like other vendor extensions, this does not work on
Windows
* Removed d3d11.dcSingleUseMode option. Submitting deferred
command lists multiple times will now behave as expected by
default
* Note: This may increase memory usage in some games. Fixes
rendering issues in Cardfight!! Vanguard Dear Days 2
* Slightly improved GPU-bound performance in modern games that
extensively use pixel shader UAVs, such as Trine 5
* Slightly reduced CPU overhead in some games that use resource
binding methods inefficiently, such as God of War
* Fixed layered D3D11 video processor view creation
* Added support for the ID3D11On12Device1 interop interface
* Clanfolk: Worked around a game bug that would cause missing
geometry on Intel
* Kingdom Come: Deliverance: Fixed a case of invalid Vulkan
usage
* Watch Dogs 2: Worked around a game bug that would cause the
sky to flicker on RDNA3 GPUs
* Fixed a race condition that could lead to crashes in games
doing multi-threaded asset loading
* Fixed various issues that would occur when disabling shader
support via the d3d9.shaderModel option
* Fixed an issue where games using both software and hardware
cursors would not transition between the two smoothly
* Fixed a regression that would cause textures to not be bound
correctly in some games
* Fixed an issue where games that request half-rate Vsync would
run at quarter-rate instead
* Fixed minor issues that would cause wine test failures
* CivCity: Rome: Added vendor ID override to make the game
render shadows on Intel GPUs
* Global Operations: Fixed rendering issues
* Need For Speed: Hot Pursuit 2: Fixed missing fog
* Silent Hill 2: Fixed an issue where the menu would render
incorrectly with the Silent HIll 2 Enhancements mod
* Tom Clancy's Splinter Cell: Worked around alt+tab and shadow
rendering issues
* Trainz v1.3: Worked around alt+tab issue
* Reworked Vulkan swapchain implementation to be more robust
* Improved efficiency of multisample resolves on tiling GPUs
* Fixed a regression introduced in DXVK 2.5 that would cause
memory allocation errors on certain unified memory setups,
including the Qualcomm proprietary driver
* Note: This does not mean that DXVK will officially support
Android, or proprietary mobile drivers
* Fixed a crash if an application unloads the SetupAPI DLL. This
issue affected various AdvHD-based visual novels
* Fixed an issue where software rasterizers such as Lavapipe
would not be considered when setting DXVK_FILTER_DEVICE_NAME
* Resource initialization is now always performed on the
asynchronous transfer queue if possible, and no longer uses
additional memory on drivers that support Vulkan sparse
residency features. This may save up to 64 MiB of VRAM in some
games
* Worked around an std::regex bug that would cause games to
instantly crash when using Japanese locale
* Worked around potential 32-bit crashes caused by stack
alignment issues in GCC-compiled binaries
* Tue Jan 14 2025 Simon Vogl <simon.vogl@gmx.net>
- Update to 2.5.3:
* Fixed a regression that would cause severe rendering issues
in many D3D8 and D3D9 games that use fixed-function rendering
* Fixed invalid shader code generation for certain rare texture
operations in D3D11
* This fixes a potential crash in TopSpin 2k25
* Fixed a potential issue with handling NaN tessellation factors
in D3D11 hull shaders
* Fixed an issue with D3D9 shader validation that would cause
valid shader code to be rejected in some situations
* Improved the debugging experience when DXVK_DEBUG=markers is
set
* Arcana Heart 3 Love Max!!!!!: Enabled 60 FPS limit to work
around a game issue on Steam Deck OLED
* Bright Memory: Worked around an issue where the game would
prioritize integrated graphics over dedicated Intel GPUs
* Far Cry 5: Worked around an issue that would cause terrain to
be invisible on Intel GPUs
* Halo: The Master Chief Collection: Fixed a shader-related
issue that would cause flickering objects on some drivers
* Max Payne 3: Enabled strict float emulation to work around
broken rendering in D3D9 mode
* The Hurricane of the Varstray -Collateral hazard-: Enabled 60
FPS limit to work around game issues when running in windowed
mode
* Sat Nov 23 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 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 2024 Simon Vogl <simon.vogl@gmx.net>
- Update to 2.4:
* Fixed various issues with D3D9 fixed-function texture
coordinate processing
* Fixed pipeline layout compatibility issues when using graphics
pipeline libraries, which would cause crashes or rendering
issues on AMD's official drivers with pipeline libraries
enabled
* If supported, VK_NV_descriptor_pool_overallocation will now be
used to potentially save small quantities of descriptor memory
* Improved descriptor pool management in general to save memory
in case a game renders without ever presenting to the screen
* Improved video processor blit functionality
* Improved compatibility to third-party mods hooking various
DXGI entry points
* Battlefield 2, 2142: Work around hang on alt+tab
* Dead Space 2: Work around issues caused by the game's Vsync
implementation
* Dragonshard: Work around performance issues
* Fallout 4: Work around an issue with the game locking itself
to 45 FPS on Steam Deck OLED
* Fallout New Vegas: Fix rendering issues when using certain
mods
* Ghostbusters Remastered: Work around flickering character
faces
* Gothic 3: Fix shadow rendering issues caused by incorrectly
reported format support
* Guild Wars 2: Work around a flickering issue
* Prototype: Work around broken shadow rendering if the game
detects an AMD or Intel GPU
* Star Citizen: Work around an issue with the game's UMD version
check
* The Sims 2: Work around low CPU-bound performance in some
situations
* Tomb Raider Legend: Work around flickering character issues
* Red Faction Guerrila Remastered: Work around sky box rendering
issues
* Rise of Nations: Work around crash on alt+tab
* Watch Dogs, Watch Dogs 2: Work around flickering character
issues
* WRC 4: Enable 60 FPS limit to work around audio issues
- Change _service file mode from deprecated "disabled" mode to new
"manual" mode to make it work again.
* Fri Feb 23 2024 Richard Rahl <rrahl0@proton.me>
- update to 2.3:
* If VK_KHR_present_wait is supported, and if vertical synchronization is enabled,
frame latency events will now be signaled when an image is actually being presented
* if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical
synchronization may no longe require recreating the Vulkan swap chain
* dxgi.nvapiHack config option was deprecated
* new option dxgi.hideNvidiaGpu
* dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option
* Configuration options can now be specified via an environment variable, DXVK_CONFIG
* VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations
* VK_EXT_line_rasterization and its relevant features are supported
* VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use
the corresponding Vulkan format
* D3D9 command submission now works the same way as it does for D3D11
* Fixed a minor issue with D3D9 feedback loop tracking
* Fixed a minor issue with D3D11 stream output
* Fixed a bug and performance issues with the implementation of D3D11 tiled resources
* Fixed various issues with reporting HDR metadata.
* Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler
* Implemented keyed mutex synchronization on top of newly added winevulkan functionality
* Added stubs for various D3D9On12 interop interfaces
* Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games
* A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled
* Far Cry 2: Fixed crash when using D3D10
* Halo Online: Fixed water rendering
* Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen
* RaceRoom Racing Experience: Fixed a crash when starting a race
* Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows
* Test Drive Unlimited 2: Fixed shadows on grass
* The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering
* Titanfall: Fixed a crash caused by a miscompiled shader
* Tomb Raider Anniversary: Improved performance
* Wed May 24 2023 Björn Bidar <bjorn.bidar@thaodan.de>
- Update to 2.2
* 3D11On12 support
In order to enable D3D12 support in recent Unity Engine titles such
as Lego Builder's Journey, this release introduces support for creating D3D11
devices from a D3D12 device using D3D11On12CreateDevice, as well as
the basic ID3D11On12Device interface. This is achieved by importing
the Vulkan device and resource handles from vkd3d-proton into DXVK,
and otherwise uses DXVK's existing D3D11 implementation.
A vkd3d-proton build as of HansKristian-Work/vkd3d-proton@26c4fed
or later is required for this to work.
* D3D9 Partial Presentation
DXVK now supports presenting to parts of a window by copying the contents of the backbuffer
to system memory and then drawing them into the window on the CPU.
This improves compatibility with game launchers, particularly those
based on Microsoft's WPF toolkit, and some visual novels.
It will however come with a noticable performance hit.
Additionally, overall behaviour of D3D9 swap chains was improved and
the d3d9.noExplicitFrontBuffer option was removed.
* Logging changes
When running on Proton or plain Wine, DXVK will no longer create
log files by default and instead only write log messages to the console
using wine-specific functionality, in order to avoid creating unnecessary extra files.
This matches vkd3d-proton behaviour. Note that log file creation
can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path.
When filing bug reports, users are encouraged to upload the full Proton log.
* Warnings about unknown interfaces being queried via QueryInterface
will only be logged once in order to avoid growing log files
indefinitely in some games. (#3231)
* Fixed a regression when rendering YUY2 or UYUY texture formats.
This fixes in-game videos in Jade Empire (#3182) and
Sid Meier's Pirates (#3189) (PR #3342)
* Fixed an issue wherein threads were not properly destroyed.
* Fixed Vulkan validation errors caused by incorrect layout tracking
when enabling feedback loops for a texture.
* Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9.
* D3D9 StateBlocks now only allocate memory for the parts that are actually used.
This fixes Total War: Shogun 2 running out of address space when
using the D3D9 renderer. (#2703, PR #3248)
* Improved usage of some VK_EXT_extended_dynamic_state3 features to
avoid hitting slow paths on some drivers.
* Improved enumeration of DXGI outputs on systems with multiple GPUs.
This fixes performance issues with recent RE Engine games (D3D12) on such systems.
* Significantly reduced memory usage in situations where games create unused D3D11 devices.
* Battle Fantasia Revised Edition: Locked frame rate to 60 FPS
to work around game bugs at higher frame rates. (PR #3256)
* Cold Fear: Fixed missing geometry (#3293, PR #3390)
* Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272)
* DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316)
* Far Cry 2: Work around rendering issues on Intel hardware,
as well as low performance on all GPUs. (PR #3241)
* Halo: The Master Chief Collection: Fixed memory leak due to invalid
query usage by the game (PR #3273)
* Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305)
* Fri May 05 2023 Björn Bidar <bjorn.bidar@thaodan.de>
- Keep setup_dxvk.sh script that was deleted by upstream.
For more context see:
https://github.com/doitsujin/dxvk/commit/64cb1ad208f80b11400eef779e99fec223754098
- Update to 2.1
* HDR support
On systems supporting HDR10 color spaces, HDR can now be
enabled by setting the environment variable DXVK_HDR=1,
or by setting the option dxgi.enableHDR = True in the configuration
file. When using vkd3d-proton 2.8 or newer, this will allow D3D12
games to detect and use the HDR10 color space if they support it.
No major Linux desktop environment currently supports HDR. In order
to use this on Linux, a Gamescope session with --hdr-enabled is required.
This is currently only supported under AMDGPU and requires kernel patches
from the josh-hdr-colorimetry branch.
* Shader compilation improvements
Use of pipeline libraries was extended to pipelines with tessellation or
geometry shaders in order to further reduce stutter. Additionally, more features
of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter
in some situations when MSAA is used, provided that the Vulkan driver supports them.
* Sample rate shading
For older games that support MSAA, the d3d9.forceSampleRateShading and
d3d11.forceSampleRateShading options were added to let users enable
sample rate shading for all shaders. This will have a very high
impact on GPU-bound performance, but may increase overall image quality
in certain games that suffer from specular aliasing or shimmering alpha-tested geometry.
* Improved D3D11 command submission logic in order to make overall performance more consistent,
and to bring DXVK's behaviour more in line with native D3D11 drivers.
* Fixed D3D11 reference counting issues around 2D textures. (#3169)
* Fixed Vulkan validation errors when creating DXGI_FORMAT_A8_UNORM UAVs.
Note that UAVs of this format may not work as expected.
* Fixed Vulkan validation errors that would occur when allocating dedicated image memory
on Nvidia GPUs in some situations.
* Fixed Vulkan validation errors caused by broken timeline semaphores on 32-bit Proton.
* Worked around an issue with the Uplay overlay being stuck on screen. (#3146)
* Worked around a bug in AMD's Windows driver as well as AMDVLK that would
cause numerous games to crash since DXVK 2.0. (#3172)
* Fewer threads will be used to perform background optimization of graphics pipeines.
This may result in a smoother gameplay experience on some systems.
* Ashes of the Singularity: Fixed performance regression caused by suboptimal descriptor set allocation.
* Battlefield: Bad Company 2: Fixed flickering (#3078, PR #3079)
* Cardfight!! Vanguard: Fixed rendering (PR #3068).
* Gujian 3: Fixed rendering issues on some GPUs. (#1784)
* Resident Evil 4 HD: Fixed invalid Vulkan usage causing a GPU hang on RADV. (PR #3089)
* Saints Row: The Third: Fixed a severe performance issue with rain when using the D3D9 renderer.
(#2473, PR #3158)
* Sekiro: Shadows Die Twice: Fixed stuttering issues on Nvidia GPUs. (#3179)
* Sonic Frontiers: Worked around a game bug that would cause shadows to flicker when GPU-bound.
* Supreme Commander: Forged Alliance: Fixed a crash after loading (#3058, PR #3060)
* Note: Due to changes to our DXGI implementation, older versions of vkd3d-proton (prior to 2.8)
will no longer work with this version of DXVK.
* Fri May 05 2023 Björn Bidar <bjorn.bidar@thaodan.de>
- Fix empty -32bit package, don't include winedxvk in it.
- Generate package sources using _service so that submodule sources are included too.
DXVK uses vendored Vulkan headed contained in a submodule.
Fixes build.
* Mon Mar 06 2023 Marcus Meissner <meissner@suse.com>
- updated to 2.0
- Driver compatibility
A Vulkan 1.3 capable driver and wine version are required to run
this version of DXVK. See the driver support page for details.
Many features in this release, especially the shader compilation
changes detailed below, require the use of modern Vulkan features,
such as Dynamic Rendering, Extended Dynamic State, and Null
Descriptors. Due to the significant changes required to make use
of them, it was no longer practical to maintain and test code paths
for older drivers which do not support these features.
In practice, any system capable of running D3D11 and D3D12 games
using Proton Experimental right now will be able to run DXVK 2.0.
Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work.
D3D9 changes
- Memory management improvements
In order to reduce the likelihood of running out of address space in
32-bit D3D9 games, DXVK will now use memory-mapped files to store
shadow copies of textures. This allows us to unmap memory that is
not being used by the game, thus freeing up significant amounts of
address space, up to several hundred Megabytes. See PR #2663 for
implementation details.
Note: This change does not affect 64-bit games since address space
is not a concern there. It also does not affect D3D10 or D3D11 since
resource uploads work differently in those APIs and are much more
memory efficient.
Render target feedback loops
On drivers which support VK_EXT_attachment_feedback_loop_layout,
reading from an active render target in D3D9 games is now properly
supported, which previously caused rendering artifacts on newer AMD
hardware and required driver-level workarounds. This affects a number
of games, including GTA IV.
Alpha test improvements
The D3D9 alpha test implementation was changed to more closely match
the behaviour of Nvidia's implementation, which fixes inaccuracies
in various games. The d3d9.alphaTestWiggleRoom option was removed,
and games that previously required this option should now work
correctly by default.
D3D10 changes
DXVK previously shipped incomplete implementations of d3d10.dll and
d3d10_1.dll, but has not installed them by default since Version 1.6
since wine's implementation provides more features that are needed
for D3D10 games to run, including the D3D10 Effects framework.
Since our implementation is incomplete and has not been used by Proton
or Lutris for a very long time, DXVK will no longer ship these DLLs
starting with this release. The D3D10 API itself is still supported
via d3d10core.dll.
D3D11 changes
Feature support
DXVK now exposes D3D11 Feature Level 12_1 with the following newly added features:
Tiled Resources up to Tier 3, provided that the corresponding Vulkan sparse binding and sparse residency features are supported
Conservative Rasterization up to Tier 3, provided that the corresponding Vulkan conservative rasterization features are supported.
Rasterizer Ordered Views, provided that the corresponding Vulkan fragment shader interlock features are supported.
While no games are known to use these features directly in D3D11, some
games and game launchers rely on feature support being consistent
between D3D11 and D3D12 in order to allow users to enable D3D12
in the game options. While our implementation of these feature is
generally functional, there may be bugs or performance issues in
case a game does use them.
Furthermore, DXVK now supports the D3D11_FEATURE_SHADER_CACHE and
D3D11_FEATURE_D3D11_OPTIONS5 feature queries.
Note: AMD Vulkan drivers do currently not support fragment shader
interlock and are limited to feature level 12_0.
Note: Intel's ANV driver currently does not support the corresponding
Vulkan features and is therefore limited to feature level 11_1. This
applies to both DXVK and vkd3d-proton.
Device contexts
The implementations of ID3D11DeviceContext were refactored so
that immediate contexts and deferred contexts no longer use common
entry points. This is closer to Windows behaviour and may improve
compatibility to third-party libraries and mods that hook into the
D3D11 immediate context specifically, and reduces CPU overhead since
some frequently used code paths are now more specialized for each
context type.
State clear and restore methods were optimized to further reduce CPU
overhead in games that heavily use deferred contexts, e.g. Assassin's
Creed: Origins, or explicitly call ClearState frequently, e.g. God
of War.
Shader compilation changes
On drivers which support VK_EXT_graphics_pipeline_library, including
the IndependentInterpolationDecoration feature, Vulkan shaders will
now be compiled at the time the game loads its D3D shaders, rather
than at draw time. This reduces or eliminates shader compile stutter
in many games.
In games that load their shaders during loading screens or in the
menu, this can lead to prolonged periods of very high CPU utilization,
especially on weaker CPUs. For affected games it is recommended to
wait for shader compilation to finish before starting the game to
avoid stutter and low performance. Shader compiler activity can be
monitored with DXVK_HUD=compiler.
Note: The relevant Vulkan features are currently only supported
by Nvidia drivers (version 520.56.06 or later). Driver support is
expected to improve in the future.
State cache interactions
This feature largely replaces the state cache. If the given Vulkan
features are supported, only pipelines that cannot use the pipeline
library feature (e.g. pipelines using tessellation shaders) will
be written to and read from the state cache, so newly created state
cache files will typically only contain a few dozen to a few hundred
pipelines, as opposed to thousands or tens of thousands. If the
graphics pipeline library feature is not supported, the state cache
will be used the same way as it was in older DXVK versions.
Note: State cache files created with DXVK versions prior to 1.4.3 can no longer be used.
Note: Despite our efforts, due to the significant changes under
the hood, there may be issues when using an older state cache file
under some circumstances. If you experience crashes, please test
if the game runs with a clean cache file (DXVK_STATE_CACHE=reset)
before reporting a bug.
Caveats
Games which only load their D3D shaders at draw time (e.g. Witcher 3,
most Unreal Engine games) will still exhibit some stutter, although
it should still be less severe than without this feature.
For 32-bit games, the implementation tries to aggressively free
Vulkan pipelines in order to save memory. This may cause stutter if
the driver's on-disk shader cache is not working properly.
On Nvidia drivers, the on-disk shader cache will be significantly
larger than with previous versions of DXVK. It may be necessary
to bypass the size limit by setting the environment variable
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1, or setting a new limit manually
via __GL_SHADER_DISK_CACHE_SIZE (in bytes).
Linux build support
Work from dxvk-native has been upstreamed in order to facilitate
native Linux builds of DXVK, which can be used as a drop-in
replacement to port D3D applications without having to change
rendering code.
Note: When porting a D3D11 application, please refer to the Feature
support and Developer Guidelines pages on the Wiki to avoid hitting
unsupported or slow code paths in DXVK.
* Wed Jul 13 2022 Marcus Meissner <meissner@suse.com>
- updated to 1.10.2
- Implemented non-seamless cube maps for D3D9 using the `VK_EXT_non_seamless_cube_map` extension if supported by the driver
- FIxed an issue with current versions of the Nvidia Vulkan developer driver not using its on-disk shader cache with DXVK
- Fixed an issue which would cause the state cache file to not be written properly
- Fixed an issue where incorrect barriers would be emitted for UAV rendering (#2696)
- Fixed an issue where the `d3d11.samplerAnisotropy` option would apply to the wrong kind of samplers
- Fixed potential issues when using state caches that were created on a driver with a different feature set
- Fixed broken stencil resolves in D3D9
- Fixed build issues on GCC 12.1
- Optimized UAV clears in D3D11 to allow drivers to use image compression more frequently
- Optimized performance of in-memory compression for SPIR-V shader code
- **Beyond Good and Evil**: Work around missing light shafts (#2680)
- **Day Z**: Enabled `d3d11.cachedDynamicResources` option to work around performance issues (PR #2709)
- **Dead Space**: Fixed shadow rendering and added 60 FPS lock to work around game bugs (#2704)
- **Dirt Rally**: Fixed potential GPU hang due to game bugs in a shader
- **Godfather**: Fixed crash on systems that don't support 16x MSAA (#2590)
- **Limbo**: Enable 60 FPS limit to work around game bugs (PR #2566)
- **Majesty 2**: Work around game bugs causing issues on integrated GPUs and systems with more than 2GB of VRAM (#1542, #PR 2612)
- **Myst V**: Work around an issue when the word "Radeon" is not part of the device name on AMD GPUs (#2661)
- **Onechanbara Z2: Chaos**: Fixed particle effects and UI elements not displaying properly (#2701)
- **Planetary Annihilation: TITANS**: Fixed crash when creating swap chain on a NULL window (PR #2665), as well as a crash due to creating too many internal worker threads (#2670).
- **Plants vs. Zombies Garden Warfare 2**: Work around crash when the game detects an AMD GPU (PR #2700)
- **Return of Reckoning**: Work around launcher issues (#2568, PR #2579)
- **Scrapland Remastered**: Work around black screen issues (#2398, PR #2574)
- **Small Radios Big Televisions**: Work around black screen issue (PR #2646)
- **Sonic Adventure 2**: Fixed missing particle effects (#2672, PR #2677)
- **SpellForce Platinum Edition**: Fixed crash (#2710, PR #2711)
- **Supreme Commander**: Fixed missing particle effects (#2638, PR #2682, PR #2684)
- **Star Wars: The Force Unleashed II**: Fixed some particle effects not rencering correctly (PR #2584)
- **Star Wars: The Old Republic**: Fixed rendering issues (#2676, PR #2681)
- updated to 1.10.1
Features
Implemented initial support for shared resources (PR #2516). This
fixes video playback in a number of Koei Tecmo games (Atelier series,
Nioh 2), as well as the D3D11-based UI in the Windows version of Black
Mesa. The required wine patches are currently only available in Proton
Experimental. This feature will not be supported on Windows systems.
This feature is still experimental and has not been thoroughly tested
on all graphics drivers, so issues are to be expected. Currently,
only basic 2D texture sharing between D3D9 and D3D11 is supported
when using DXVK for both APIs. API features that are currently not
supported include:
- IDXGIKeyedMutex. Documentation is very poor and it's not clear how an implementation is supposed to behave.
- Resource sharing with D3D12 applications under vkd3d-proton. This may be added in the future.
- Resource sharing with Vulkan applications.
Note: The Black Mesa UI flickers heavily when the game is not
GPU-bound. This also happens on Windows to some degree and is a
game bug.
Bug fixes and Improvements
- Added an environment variable DXVK_ENABLE_NVAPI to bypass the vendor ID override. Setting it to 1 behaves exactly the same as setting dxvk.nvapiHack = False in the config file, but may allow for better integration into Lutris or the Proton launch script. (#2544)
- Improved shader code generation when local arrays are used. This may improve performance on Nvidia drivers in some D3D11 games.
- Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 (#2556). Current FXC versions no longer generate such code.
- Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views.
- Fixed various D3D9 issues related to texture uploads (#2559, #2541, #2535).
- Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues.
- Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance.
- God of War: Fixed some issues that started with game patch 1.0.9:
- Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue.
- Heavy flickering of some lights. Apparently this was also fixed in the game in patch 1.0.11.
- GTA: San Andreas: Fixed UI rendering issues (#2560)
- Rayman Origins: Fixed rendering issues (#2545)
* Sat Mar 05 2022 Marcus Meissner <meissner@suse.com>
- 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.*
* Tue Jan 11 2022 Marcus Meissner <meissner@suse.com>
- updated to 1.9.3
- DLSS should now work in supported games in combination with [dxvk-nvapi](https://github.com/jp7677/dxvk-nvapi).
- Optimized D3D9 shader constants by relying on `VK_EXT_robustness2` and removed the old app options for games using software vertex processing. (#2282)
- Added an option for more accurate emulation of D3D9 floating point behaviour and enabled that by default for a bunch of games. (#2294, #2359). This fixes issues in **Red Orchestra 2**, **Dark Souls 2** (original version), **Dog Fight 1942**, **Bayonetta**, **Rayman Origins**, **Guilty Gear Xrd** and **Richard Burns Rally**.
- Fixed a DXGI issue which would sometimes cause games to fail to enter fullscreen mode on some displays that do not support low rates across all resolutions (#2395).
- **Black Mesa**: Fixed a regression with shadows. (#2317)
- **Crysis 3 Remastered**: Worked around poor performance. (#2339)
- **Euro Truck Simulator**: Fixed a shading issue resulting in black geometry (#2312)
- **Injustice Gods Among Us**: Fixed missing characters on the character selection screen. (#2332)
- **Rocksmith 2014**: Fixed white screen on startup. (#2383)
- **Spliter Cell: Chaos Theory**: Fixed brightness with the shader model 3 option. (#2340)
- **Sim City 2013**: Fixed rendering.
- **The Guild 3**: Fixed artifacts in overview map.
/usr/bin/winedxvk /usr/libexec/dxvk /usr/libexec/dxvk/bin /usr/libexec/dxvk/bin/setup_dxvk.sh /usr/libexec/dxvk/lib /usr/libexec/dxvk/lib/d3d10core.dll /usr/libexec/dxvk/lib/d3d11.dll /usr/libexec/dxvk/lib/d3d8.dll /usr/libexec/dxvk/lib/d3d9.dll /usr/libexec/dxvk/lib/dxgi.dll /usr/share/doc/packages/dxvk /usr/share/doc/packages/dxvk/README.md /usr/share/licenses/dxvk /usr/share/licenses/dxvk/LICENSE
Generated by rpm2html 1.8.1
Fabrice Bellet, Sat Nov 1 22:48:48 2025