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
- 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.dllin 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).