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Releases: doitsujin/dxvk

Version 1.6.1

20 Apr 07:44
v1.6.1
dbc9f40
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Bug fixes and Improvements

  • Configuration options now accept the "..." syntax, e.g. d3d9.customDeviceDesc = "ATi Rage 128" (#1567).
  • Added dxgi.tearFree option to enforce the Mailbox present mode when Vsync is disabled, which should prevent tearing. May not work on all setups.
  • Fixed various issues causing incorrect rendering or crashes in D3D9.
  • Fixed Vulkan validation errors on Nvidia systems.
  • Fixed an issue with the setup script not working on Wine 5.6 due to a winepath regression.
  • Implemented missing DXGI functionality for some SpecialK mods. (#1544)
  • Blue Reflection: Work around game bug causing rendering issues. (#1574)
  • Battlefield 2: Work around a game bug causing black terrain. (#1558)
  • Crysis: Fixed a crash when loading certain levels in D3D9 mode. (#1528)
  • Half-Life Alyx: Fixed incorrect integer division-by-zero handling resulting in distorted geometry.
  • Heavy Rain: Improved performance on Nvidia GPUs. (#1575)
  • L.A. Noire: Fixed crash on startup. #1564
  • Prince of Persia: Fixed incorrect rendering on RADV. (#1537)
  • Yooka-Laylee and the Impossible Lair: Work around rendering issues on AMD drivers.

Version 1.6

20 Mar 15:14
v1.6
9c7945d
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D3D10 changes

The D3D10 helper libraries d3d10.dll and d3d10_1.dll are no longer installed by default, as only d3d10core.dll and d3d11.dll are needed for DXVK to support D3D10 (on Windows, dxgi.dll must also be used). This opens up the option to use Wine's implementation of the D3D10 effects framework, which is needed by some games.

Note: This works best on Wine 5.3 or newer. The existing DXVK implementation can still be used, refer to the README for details.

Bug fixes and Improvements

  • Minor D3D9 performance improvements
  • Apparently fixed a crash when capturing apitrace snapshots (?) (#1511)
  • Fixed a crash in some Source 2 titles using their D3D9 renderer
  • Fixed redundant display mode changes (#1489, #1494)
  • Fixed videos in some games showing a green frame (Joshua-Ashton/d9vk#424)
  • A Hat in Time: Fixed a regression where the output would be badly scaled when changing resolution
  • Dead Space: Fixed black square artifacts (#1484)
  • DoDonPachi Resurrection: Fixed crash on startup (#1508)
  • Dragon's Dogma: Fixed fullscreen issues (#1502)
  • Star Wars: Republic Commando: Implemented missing image formats (#1430)
  • Yomawari: Midnight Shadows: Fixed crash on startup (#1507)

Version 1.5.5

29 Feb 15:21
v1.5.5
1e426cd
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Bug fixes and Improvements

  • Implemented some missing D3D9 features
  • Improved D3D9 compatibility with older Intel hardware (#1455)
  • Fixed a regression which caused flickering in some D3D9 titles on Intel ANV (#1451, #1471)
  • Fixed a bug where windows not matching the back buffer in size would produce pixelated output in D3D9 games
  • Fixed a potential GPU hang that could happen if a game uses D3D9 dialog mode (#1330)
  • Fixed crashes and incorrect rendering when using the d3d9.evictManagedOnUnlock option. This is useful for Skyrim with a large number of mods as an alternative to ENBoost.
  • Fixed incorrect behaviour with D3D11 line tessellation.
  • Book of Demons: Fixed white textures and UI issues (#1420)
  • Close Combat: Fixed the UI not rendering (#1434)
  • Cross Racing Championship: Fixed flickering water (#1450)
  • Dungeons and Dragons: Temple of Elemental Evil: Fixed flickering fire (#1444)
  • Elite Dangerous: Fixed an issue with the launcher resetting the D3D9 device every frame when multiple monitors are in use (#1408)
  • Evil Genius: Fixed a reference counting bug that would lead to error messages (#1417)
  • F1 2019: Work around a game bug causing rendering issues on RADV.
  • Hyperdimension Neptunia U Action Unleashed: Fixed character models not rendering (#1428)
  • Just Cause 1: Fixed a regression where the game would crash on startup (#1464)
  • Lumino City: Fixed an issue potentially causing GPU hangs (#1462)
  • Saint's Row III / IV: Work around a Z-fighting issue with the D3D11 renderer.
  • Shade Wrath of Angels: Fixed character rendering (Joshua-Ashton/d9vk#295)
  • Sins of a Solar Empire: Fixed an endless recursion that could happen in some titles using SetCursorPosition (#1400)
  • Rocket League: Fixed a potential crash with the experimental D3D11 renderer.
  • Vampire: The Masquerade Bloodlines: Improved performance.

Version 1.5.4

07 Feb 07:56
v1.5.4
2435c63
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Bug fixes and Improvements

  • Fixed another regression that affects multiple D3D9 games (#1399)
  • Anno 1701: Fixed incorrect texture filtering near undiscovered map areas (#1412)
  • E.Y.E: Divine Cybermancy: Fixed rendering issues when aiming (#1392)
  • Forgotten Realms: Demon Stone: Fixed textures not showing up (#1409)
  • King's Bounty: Fixed incorrect water rendering (#1387)
  • The Witcher: Fixed clouds not rendering (#1402)

Version 1.5.3

30 Jan 15:39
v1.5.3
6a5d472
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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

25 Jan 00:28
v1.5.2
e242d7f
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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 (Joshua-Ashton/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

09 Jan 20:05
v1.5.1
4308d9b
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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 the dxvk.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

16 Dec 13:56
v1.5
3cdae3a
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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

03 Dec 15:57
v1.4.6
0e44bc3
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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

19 Nov 23:11
v1.4.5
9e96554
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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.