Releases: gutbash/b-bridge
Release list
b-bridge 0.1.2
Configuration only; d3d9.dll, NvRemixBridge.exe and d3d9vk_x64.dll are unchanged since 0.1.0.
Changed
bridge.confshipsclient.forceWindowed = True. The client rewrites every device creation and reset to windowed, which the bridge needs anyway: an exclusive fullscreen mode switch loses the device across the process boundary. This is what makes patch 1.0.4.0 run (reported by ant-sh on #2); that build asks for fullscreen regardless of its settings. On installs already running borderless it changes nothing (verified with a 180 s benchmark on the reference install).
Upgrading from 0.1.1: copy GTAIV\.trex\bridge.conf from the zip over yours, or set client.forceWindowed = True in it. From 0.1.0: also take GTAIV\dxvk.conf (see 0.1.1).
b-bridge 0.1.1
Configuration and documentation only. d3d9.dll, NvRemixBridge.exe and d3d9vk_x64.dll are byte-identical to 0.1.0.
Fixed
dxvk.confno longer setsd3d9.forceAspectRatio = 16:9. Together withd3d9.modeCountCompatibilitythat filter removed the desktop mode itself on any display that is not 16:9, leaving a 1920x1200 panel with only 1280x720 and 1920x1080 (#3). The mode-count filter alone keeps the list short enough for the game.dxvk.confrewritten as a shipped file; the 0.1.0 copy was the reference install's working notes.
Documented
- User reports: runs on AMD (Radeon 680M, Windows 11) and Intel Arc B580 (Linux, Proton), on 1.0.7.0, 1.0.8.0 and 1.2.0.x; does not run on 1.0.4.0 (#2); vanilla DXVK 3.1 works as a drop-in; a 16-hour session without texture loss. None of these are measured here.
- The in-process reference frame time is 16.9 ms (mean of six runs); the 0.1.0 changelog said 17.6 ms, a single earlier run.
Upgrading from 0.1.0: copy GTAIV\dxvk.conf from the zip over yours (or just delete the d3d9.forceAspectRatio line).
b-bridge 0.1.0
First public build. 64-bit out-of-process Direct3D 9 rendering for GTA IV: The Complete Edition (1.2.0.59), a fork of NVIDIA bridge-remix with the Remix runtime removed and the client tuned for GTA IV's call volume.
What you get
- ~880 MB of address space returned to the 32-bit game process (the driver's textures, shadow maps and render targets now live in the 64-bit server).
- Frame time at parity with in-process DXVK on the same route, held by state batching and a client-side frame pacer.
- DXVK 3.0.2 (unmodified upstream build) as the server renderer.
Install: read INSTALL.md in the zip. FusionFix must load through an ASI loader (dinput8.dll), not through its own d3d9.dll. Keep dxvk.maxFrameRate and dxvk.latencySleep off; set clientFrameCap in .trex\bridge.conf instead.
Known issues
- Startup desync on roughly 1 launch in 10: the server never starts and the client exits after ~12 s. Relaunch.
bridge64.logshows one failedCreateDevice(0x8876086c) at every start before the real device comes up. Harmless.- Overlays injected on the server side (ReShade as a Vulkan layer) render but get no input.
- Tested on one machine only (RTX 2070, driver 610.74, 2560x1440 borderless). Newer DXVK releases are unvalidated.