Releases: doitsujin/dxvk
Release list
Version 3.0.1
Bug fixes and Improvements
- Disabled secondary command buffer usage on all desktop GPUs. This may slightly impact performance in a small number of games with suboptimal MSAA resolve patterns, but has been a constant source of hard-to-debug rendering issues and GPU hangs, and the main benefits are only seen on tiling GPUs anyway.
- Fixed a rendering regression affecting numerous D3D9 games (including Black Mesa, Gothic 3 and GTA IV) on some drivers. (#5732, #5768)
- Fixed a crash when games unload D3D libraries while the D3D device is still alive. (#5743)
- Fixed an issue that would cause stuttering on 32-bit Nvidia drivers with descriptor heaps enabled.
- Improved GPU synchronization around stream output. This may affect older Unity Engine games using D3D11.
- Worked around a Windows-specific issue where sampler creation would fail on Nvidia. (#5744)
Note: The root cause is not known, but may be linked to external overlays. - Worked around a Windows-specific Intel driver bug that would cause all games to hang after a short time with graphics pipeline libraries enabled. (#5742, #5756, PR #5757)
- Empire Earth 2: Fixed a regression where certain fixed-function setups were not handled correctly. (#5730)
- Fallout 3: Fixed shader compiler regression that would cause rendering issues with MSAA. (#5758)
- Fruit Ninja: Fixed long-standing lighting issue. (#2480, PR #5765)
- Kane & Lynch: Dead Men: Fixed severe performance regression. (#5638, PR #5764)
- King's Bounty: The Legend: Fixed performance regression. (PR #5764)
- Manhunt: Enabled 60 FPS limit to work around game issues. (PR #5760)
- Splinter Cell 3: Fixed a rendering regression when enabling the Shader Model 3.0 option. (#5754)
- Total War: Medieval II: Fixed a water rendering regression. (#5763)
Note: An ANV driver issue was discovered that may lead to GPU hangs in some D3D9 games on Intel Alchemist GPUs and older (see Mesa issue and MR). As a workaround, DXVK now enables descriptor buffers on those GPUs by default, however this will negatively performance. Affected users are advised to keep graphics drivers up to date.
Version 3.0
Shader compiler changes
DXVK now uses dxbc-spirv for shader compilation, replacing the legacy shader translation code for all supported shader models. This fixes a number of issues that were previously impossible to address:
- Rendering issues in games that are caused either by games relying on undefined behaviour, or by FXC generating invalid code in some cases, as seen in Postal: Brain Damaged (#3488) and Snowrunner (see Mesa issue #13251).
- The generated code is more compact than naively translated SPIR-V, which substantially reduces DXVK's memory footprint. In games such as Overwatch or God of War, this can save around 1 GiB of system memory.
- Shader compilation is now fully offloaded to worker threads, which can reduce the start-up time in games such as Days Gone and Final Fantasy XIV, or reduce stutter in some cases. Previously, DXVK would perform the SPIR-V translation on the application thread and only compile the actual Vulkan pipelines on workers.
- DXVK's own intermediate representation of compiled shaders is now cached on disk inside the
AppData/Localdirectory of the current Wine prefix. This is necessary because compile times have increased compared to the old compiler. The cache path can be changed with the environment variableDXVK_SHADER_CACHE_PATH.
Shader Model 1-3 support for D3D9 was implemented by @K0bin.
Note: Outside of specific edge cases, the new compiler is not expected to improve overall performance.
For developers: When making changes to the shader compiler, set DXVK_SHADER_CACHE=0 to avoid loading stale shaders.
Descriptor heaps
The new Vulkan extension VK_EXT_descriptor_heap is now used by default on drivers that support it.
Compared to the older binding model implementation based on VK_EXT_descriptor_buffer, this new model is expected to achieve roughly the same level of CPU-bound performance, while reducing the GPU-bound performance penalty observed on Nvidia GPUs. The descriptor buffer path introduced in DXVK 2.7 is thus deprecated and will be removed in a future release.
Note: For Nvidia drivers, version 595.84 or newer is required for this feature to work. The feature is disabled on older drivers due to performance regressions. DXVK will print the log message info: Binding model: Descriptor heap if the extension is used.
D3D9 changes
Fixed-function pipeline
In order to emulate the legacy fixed-function pipeline that allows D3D8 and D3D9 games to perform rendering without shaders, DXVK previously generated its own shaders code on the fly based on pipeline state. In some games, such as Unreal Tournament 2004, this could lead to noticeable stuttering even after prolonged periods of gameplay.
To fix this, DXVK now implements the fixed-function pipeline as a pair of ubershaders, for which optimized variants are compiled in the background as the game sets up different fixed-function setups. For more details, see PR #5192.
Buffer upload optimizations
In order to more closely match Windows behaviour, various types of buffers that were previously placed directly in VRAM are now uploaded on demand, and a strategy was implemented to limit the amount of memory in flight, which fixes address space-related crashes in a number of 32-bit D3D9 games. See PR #5350 for details.
Note: These changees may also improve performance on systems without Resizeable BAR in games such as GTA IV.
Multisampling render state
On systems that sufficiently support VK_EXT_sample_locations and VK_EXT_extended_dynamic_state3, the D3DRS_MULTISAMPLEANTIALIAS render state now works correctly to allow apps to use single-sampled rasterization while rendering to multisampled render targets. This fixes UI rendering issues in Anno 1701 (#1415), Men of War Assault Squad (#4946), and similar issues in other games with MSAA enabled.
Other changes
Shared resources
Shared resources now work on Wine's upstream implementation, and no longer require Proton-specific patches. (PR #5257).
The legacy path will continue to work for the time being to not unnecessarily break older Proton versions, but will likely be dropped in a future release.
Frame rate limiter
The environment variable DXVK_FRAME_RATE to enable the built-in frame rate limiter was removed. Users are encouraged to use external limiters such as those of Gamescope or Mangohud instead, which will usually provide a smoother experience.
Users that wish to keep using the built-in limiter can use the configuration option dxvk.maxFrameRate = n.
Bug fixes and Improvements
- Fixed a number of minor Vulkan validation errors.
- Fixed various issues with software vertex processing in D3D8/9, including games such as Vietcong or The I of the Dragon. (PR #5656)
- Fixed incorrect D3D8/9 fixed-function fog calculations in some cases. This affects Sea Dogs. (#5165)
- If supported by the driver,
VK_EXT_border_color_swizzleis now used to fix border color behaviour for various emulated D3D9 texture formats. (#5388, PR #5390) - Reduced unnecessary GPU synchronization to allow overlapping mutliple independent render passes, as well as render passes with compute shaders. This is especially effective on systems that support
VK_KHR_unified_image_layouts, and can improve GPU-bound performance in games such as Dirt Rally 2. - The asynchronous transfer queue is now used more aggressively to perform resource uploads into VRAM. (PR #5713)
- The D3D11 Class Linkage feature is now supported. No games are known to use this feature, but some demo applications that do use it should work now.
- Optimized various common D3D9 code paths to reduce CPU overhead. This helps games such as Resident Evil 6.
- Optimized D3D9 shader constant uploads to reduce memory usage and improve performance. (PR #5686, #5689)
- DXVK will no longer spoof the vendor ID of Intel GPUs via DXGI for games shipping with XeSS 2. This spoofing was only necessary with older XeSS versions, but started causing issues with various D3D12 titles.
- Bioshock Infinite: Fixed a long-standing issue where the game would exhaust the sampler pool and start flickering. (PR #5376)
- Borderlands 2: Fix flickering grass when enabling anisotropic filtering. (#5441, PR #5549)
- Colin McRae Rally 3: Fix broken rendering with SilentPatch. (#4803, PR #5213)
- Fallout New Vegas: Fixed depth resolve issue with certain mods. (#5665)
- Insurgency & Counter-Strike: Global Offensive: Worked around engine bug causing missing textures. (PR #5602)
- Jump Space: Worked around a case of undefined behaviour that would lead to artifacting around objects in certain scenes.
- Max Payne: Fixed a crash when launching the game with more than one monitor connected. (PR #5221)
- Railroad Tycoon 3: Fixed Z-fighting issues on terrain. (#4114)
- Sang-Froid: Tales of Werewolves: Fixed various issues with fixed-function lighting.
- Splinter Cell 4: Worked around an issue where the game does not render correctly when it detects AMD GPUs. (#5729)
- The Sims 3: Worked around an issue where the game would deliberately lower shadow quality on AMD cards.
- Total War: Pharaoh: Worked around a game bug that would cause the main menu to flicker, and worked around a major performance issue that is caused by questionable shader code when MSAA is enabled. (PR #5517)
- Witch on the Holy Night: Fixed drop-down shadows in the gallery not displaying properly. (#3785)
- World of Final Fantasy: Worked around an issue where the game deliberately decides not to render water and certain character hair when detecting an AMD GPU.
Driver support
Many of the features and extensions added in Vulkan 1.4 are now required. In practice, this means that a driver recent enough to support Vulkan 1.4 is now also needed to run DXVK. The Driver Support page was updated accordingly.
This is not scary, just make sure your drivers aren't several years out of date.
RDNA1/2 on Windows
While this release will generally work, AMD's Windows driver for these GPUs no longer receives feature updates, can only use the slow legacy binding model, and suffers from severe performance issues that are not seen on any other driver. Affected users should stick to DXVK 2.x or consider moving to Linux.
Version 2.7.1
Bug fixes and Improvements
- Fixed a regression that would cause MSAA resolves to look like MSAA was not working in a number of D3D9 games.
- Improved performance in some D3D9 games by avoiding unnecessary render pass barriers, such as Dead Space 2 (PR #5112).
- Fixed the way tessellation factors are interpreted for line tessellation. This fixes particle rendering in DCS World and potentially other issues. (#4327)
- Added the
d3d9.modeCountCompatibilityconfiguration option to work around buffer overflows in older games that do not expect monitors to support more than ~16 different display modes. This fixes a crash in AquaNox 2. - Alone in the Dark: Worked around a crash on start. (PR #5158)
- Comanche 4: Worked around an issue where the in-game anti-aliasing option would only be exposed on certain GeForce4 Ti GPUs.
- Crysis 3: Removed GPU vendor override to work around an issue where the game wouldn't start after recent EA app updates.
Note that this change may cause a noticeable performance regression on AMD systems due to less efficient code paths in the game. - Dungeon Siege 2: Fixed a regression that would cause character models to not show in the menu. (#5175)
- Everybody's Gone to the Rapture: Worked around poor CPU-bound performance. (PR #5168)
- Fallout New Vegas: Added vendor override to work around an issue with the FNV Reloaded mod using an unimplemented NVAPI function on Nvidia GPUs. (PR #5136)
- Guilty Gear: Added 60 FPS cap to work around the game speeding up at higher frame rates. (#5142, PR #5143)
- PsiOps: Added 60 FPS cap to work around broken physics at higher frame rates. (PR #5145)
- Scarface: Worked around a rendering issue caused by breaking changes in D3D9 API behaviour.
- Team Fortress 2: Fixed an MSAA-related rendering issue. (#5119, PR #5132)
- The Witcher 1: Added 300 FPS cap to work around a game issue where Geralt's hair would not render properly in the inventory menu.
- Top Spin 2004: Fixed a memory leak as well as rendering issues. (PR #5155)
Version 2.7
Driver support
The Vulkan extension VK_KHR_maintenance5 is now required. DXVK has been relying on guarantees made by this extension since version 2.5, so in order to remove some maintenance burden, fallbacks that would allow older drivers to run were now removed.
Please check the driver support page on the Wiki for details.
Note: These changes will primarily affect Windows users on AMD Polaris and Vega GPUs, for which AMD has effectively discontinued driver support. On Linux, these older GPUs will keep working on RADV when using Mesa 25.0 or newer.
Due to a growing number of compatibility issues with the AMD Windows driver in general, supporting it is no longer a priority.
Binding model changes
Descriptor management was largely rewritten and modernized. On newer AMD and Nvidia cards, VK_EXT_descriptor_buffer is now used by default, which significantly reduces CPU overhead compared to the legacy binding model and may thus improve CPU-bound performance in games such as Final Fantasy XIV, God of War, Metaphor: ReFantazio, Watch Dogs 2 and others.
This feature remains disabled on older GPUs due to severe performance regressions in some cases, specifically on Nvidia Pascal or older, as well as AMD RDNA2 or older when using AMDVLK or the AMD Windows driver. RADV is unaffected by these issues.
Note: A small hit to GPU-bound performance is expected in some cases, in exchange for more consistent overall performance. Users can override the default behaviour with the dxvk.enableDescriptorBuffer option. Enabling Resizeable BAR on supported systems is strongly recommended.
Memory management
Memory defragmentation is now enabled by default on Intel Battlemage and Lunar Lake GPUs. On older Intel GPUs, this feature remains disabled as it may cause rendering issues for unknown reasons, see #4395.
On discrete GPUs, DXVK will now enforce the driver-reported VRAM budget as much as possible, and dynamically evict unused resources to system memory when under memory pressure. This should improve performance in many Unity Engine titles on VRAM-constrained systems, and may allow for higher texture quality settings to be used in some games. Temporary slowdowns and stutters are still expected when exceeding VRAM capacity.
Note: This feature currently does not work as intended on AMD GPUs due to kernel driver issues.
Legacy feature removal
The state cache was introduced in Version 0.80 to reduce shader compilation stutter, and has been largely unused since the introduction of VK_EXT_graphics_pipeline_library in DXVK 2.0. In order to reduce maintenance burden, particularly with pipeline-related changes in this release, this legacy feature was now removed.
Additionally, the d3d9.forceSwapchainMSAA option was removed. This feature was not really useful since most games either use additional render targets or provide a built-in MSAA option themselves anyway. For games that do not provide built-in MSAA, users are encouraged to use Gamescope to run these games with a higher render resolution instead.
Bug fixes and Improvements
- Added support for planar video output views. (PR #4872).
This is required for video playback in JR EAST Train Simulator. - D3D11 shaders will now zero-initialize all variables and groupshared memory by default in order to work around game bugs resulting in undefined behaviour. The
d3d11.zeroWorkgroupMemoryoption was removed accordingly. - Optimized D3D9
StretchRectin certain multisample resolve cases encountered in Source Engine. (PR #5023) - Fixed an instance of invalid Vulkan usage in Modulus, and possibly other Unity Engine games that use the D3D11 video API.
- Implemented support for the
ID3DDestructionNotifierinterface. - Vulkan devices that lack the required feature support to run DXVK will no longer be listed as DXGI / D3D9 adapters. This may fix crashes in case an outdated graphics driver or an unsupported integrated GPU are present on the system.
- Trying to build DXVK in a MinGW environment with AVX enabled will now result in a compile-time error.
We cannot support AVX builds due to toolchain issues, nor is it expected to be beneficial. - Astebreed: Fixed crash when changing graphics options. (PR #5034)
- GTR - FIA GT Racing Game: Worked around a game issue that would cause it to not start. (PR #5072)
- LEGO City Undercover: Worked around a game issue that would cause the intro video to be broken. (#4997, PR #5000)
- Star Trek: Starfleet Command III: Worked around resource leak in GOG build. (PR #5056)
- Test Drive Unlimited 2: Worked around alt-tab issue causing input loss. (PR #5057)
- Wargame: European Escalation: Worked around gamma issue when the game detects an Nvidia GPU. (PR #5055)
Version 2.6.2
This is a maintenance release intended to fix some bugs and regressions from version 2.6.1. It is not based on latest development code and does not use or require any new Vulkan features.
Bug fixes and Improvements
- Added
DXVK_FILTER_DEVICE_UUIDenvironment variable to filter devices by their reported driver UUID. (PR #4956)
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}Gpuconfiguration 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. (PR #4869) - 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. (#4918)
- Fixed log spam for frequent DXGI adapter queries.
- osu! stable: Fixed black screen in D3D9 mode. (#4769, PR #4984)
- Pirate Hunter: Worked around out-of-memory crash. (PR #4922)
- Red Orchestra: Ostfront: Worked around alt+tab issues. (PR #4919)
- Rocketbirds 2: Worked around a game bug that would cause the intro video to be garbled.
- Thumper: Worked around track rendering issues on Intel. (#4861, PR #4866)
Version 2.6.1
Bug fixes and Improvements
- 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 #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. (#4777, PR #4778)
- Worked around an issue where multisample resolves would lead to visual issues on Nvidia in certain Unity Engine games. (#4817, PR #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_noneis 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 #4764)
- Fixed various issues with the SDL3 backend in dxvk-native. (PR #4825, PR #4826)
- Fixed compatibility of MSVC builds with very old CPUs. (PR #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 #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 #4798, PR #4810)
- Need For Speed: Most Wanted (2005): Worked around a crash on Windows. (#4624)
Version 2.6
D3D10 / D3D11
Nvidia Reflex support
When running Proton Experimental and an Nvidia driver with VK_NV_low_latency2 support, Reflex can now be enabled in D3D11 games that support this feature. This includes God of War, Overwatch 2, Quake Champions and some others. Approximate input latency can be displayed in these games by setting DXVK_HUD=latency.
Note: Reflex does not work in most Unreal Engine 4 games in D3D11 mode since LatencySleep and other related functions never get called. This cannot be worked around inside DXVK; prefer using D3D12 for affected games.
Bug fixes and Improvements
- Worked around a common game bug that would cause garbled output on Nvidia when using MSAA. (#4480, PR #4731)
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. (PR #4691)
Note: Like other vendor extensions, this does not work on Windows. - Removed
d3d11.dcSingleUseModeoption. 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. (PR #4693)
- 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. (PR #4651)
- Added support for the
ID3D11On12Device1interop interface. - Clanfolk: Worked around a game bug that would cause missing geometry on Intel. (PR #4716)
- Kingdom Come: Deliverance: Fixed a case of invalid Vulkan usage. (PR #4684)
- Watch Dogs 2: Worked around a game bug that would cause the sky to flicker on RDNA3 GPUs. (PR #4717)
D3D8 / D3D9
- Fixed a race condition that could lead to crashes in games doing multi-threaded asset loading. (#4613, PR #4646)
- Fixed various issues that would occur when disabling shader support via the
d3d9.shaderModeloption. (#4625, PR #4629) - Fixed an issue where games using both software and hardware cursors would not transition between the two smoothly. (PR #4670)
- Fixed a regression that would cause textures to not be bound correctly in some games. (PR #4694)
- 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. (PR #4732)
- CivCity: Rome: Added vendor ID override to make the game render shadows on Intel GPUs. (PR #4739)
- Global Operations: Fixed rendering issues (#4138, PR #4678)
- Need For Speed: Hot Pursuit 2: Fixed missing fog. (#4113, PR #4653)
- Silent Hill 2: Fixed an issue where the menu would render incorrectly with the Silent HIll 2 Enhancements mod. (#3943, PR #3948)
- Tom Clancy's Splinter Cell: Worked around alt+tab and shadow rendering issues. (PR #4656, PR #4660)
- Trainz v1.3: Worked around alt+tab issue. (#4116, PR #4659)
General Improvements
- Reworked Vulkan swapchain implementation to be more robust. (PR #4609)
- 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. (#4662, PR #4668)
- Fixed an issue where software rasterizers such as Lavapipe would not be considered when setting
DXVK_FILTER_DEVICE_NAME. (PR #4716) - 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::regexbug that would cause games to instantly crash when using Japanese locale. (PR #4669) - Worked around potential 32-bit crashes caused by stack alignment issues in GCC-compiled binaries. (PR #4627, PR #4633)
The Developer guidelines wiki page was updated to reflect current implementation details.
Version 2.5.3
Windows changes
In order to address feedback regarding issues with variable refresh rate displays, performance and HDR, exclusive full-screen mode was reintroduced as an option. It remains disabled by default, but users can enable it by setting dxvk.allowFse = True in the configuration file.
As usual, this option has no effect on non-Windows platforms.
Bug fixes and Improvements
- Fixed a regression that would cause severe rendering issues in many D3D8 and D3D9 games that use fixed-function rendering. (PR #4533)
- Fixed invalid shader code generation for certain rare texture operations in D3D11.
This fixes a potential crash in TopSpin 2k25. (PR #4576) - Fixed a potential issue with handling
NaNtessellation factors in D3D11 hull shaders. - Fixed an issue with D3D9 shader validation that would cause valid shader code to be rejected in some situations. (#4576, PR #4590)
- Improved the debugging experience when
DXVK_DEBUG=markersis set. (PR #4589, PR #4591) - Arcana Heart 3 Love Max!!!!!: Enabled 60 FPS limit to work around a game issue on Steam Deck OLED. (PR #4566)
- Bright Memory: Worked around an issue where the game would prioritize integrated graphics over dedicated Intel GPUs. (PR #4605)
- Far Cry 5: Worked around an issue that would cause terrain to be invisible on Intel GPUs. (PR #4604)
- Halo: The Master Chief Collection: Fixed a shader-related issue that would cause flickering objects on some drivers. (PR #4603)
- Max Payne 3: Enabled strict float emulation to work around broken rendering in D3D9 mode. (PR #4611)
- The Hurricane of the Varstray -Collateral hazard-: Enabled 60 FPS limit to work around game issues when running in windowed mode. (#4568, PR #4573)
Version 2.5.2
Windows changes
On Windows, if VK_EXT_fullscreen_exclusive is supported, DXVK will now always try to disable exclusive fullscreen in an attempt to work around common alt-tab issues, as well as issues with numerous games that mix D3D9 with GDI user interfaces. Whether this is honored is up to the graphics driver. (#4465, PR #4485)
Previously, this was only done for D3D9 applications that explicitly enabled support for GDI dialog boxes in fullscreen mode. The d3d9.enableDialogMode configuration option to control that behaviour was removed accordingly.
Note: This change may affect input latency and/or performance, depending on the exact implementation of Vulkan swap chains in the graphics driver. It does not affect Linux systems in any way since the concept of exclusive fullscreen, and thus any problems associated with it, do not exist there.
Bug fixes and Improvements
- Added an implementation of D3D9 shader validation interfaces. This is needed for The Void and used in several other D3D9 games. (PR #4398)
- Fixed behaviour when D3D9 applications use incorrect texture types as seen in Alpha Protocol. (PR #4513)
- If
VK_KHR_maintenance5is supported, DXVK will now useVK_FORMAT_A8_UNORMto implement the corresponding D3D11 format. This fixes warnings in various games, as well as rendering issues in TopSpin 2K25 (#4514). - Optimized behaviour of disabled clip planes for D3D9 games. (PR #4508)
- Fixed an issue where the
DXVK_CONFIGenvironment variable was not applied correctly under specific circumstances. - Fixed various issues causing Wine test failures for D3D8 and D3D9. (PR #4479)
- Borderlands 2: Fixed missing lava in certain places. (PR #4482)
- Codename Panzers: Phase One / Two: Work around an issue with the main menu not rendering on regular Wine builds. (PR #4495)
- The Sims 2: Extended existing app profiles to various mod tools. (#4518, PR #4520)
Version 2.5.1
Bug fixes
- Fixed a major regression where anisotropic filtering would not work correctly in D3D9 games. (#4452)
- Fixed some build issues with dxvk-native. (PR #4446)
- Fixed some build issues with recent versions of clang. (#4467)
- GTA Trilogy Definitive Edition: Work around a crash when HDR is enabled. (PR #4450)
Note: Since these games use Unreal Engine 4, HDR is unsupported in D3D11 mode.