DXVK-Sarek v1.10.9 Released
Unofficial DXVK 1.10.x Build:
This is not an "official" build created by doitsujin/ドイツ人 (Philip Rebohle), the developer of DXVK.
Instead, it is an unofficial build designed to assist users still relying on the 1.10.x releases by backporting per game configurations and fixes.
It will later be integrated into my custom Proton version designed for low end PCs: Proton-Sarek.
Credits:
Full credit goes to doitsujin/ドイツ人 (Philip Rebohle) and everyone that have worked on the dxvk project. You can find the original DXVK repository here: dxvk.
Contributors:
@icyllite (Indirectly as i cherry picked a commit from his DXVK-Sarek Fork)
@pythonlover02
Changelog:
- [dxvk/async] rewrite the dxvk_pipecompiler.cpp and dxvk_pipecompiler.h again
- [dxvk] Don't skip CPU devices when a device filter is set
DXVK_FILTER_DEVICE_NAME="llvmpipe"now works. You can use this instead of forcing it with VK_DRIVER_FILES for software rendering.
- [util] update config for Hitman 2
- [util] backport config for Lego Indiana Jones, Lego Batman and Thumper
- [util] add config for Romancing Saga 3
- Needs testing, as i do not own the game, if you do, please go to this bug report and help us.
- [dxvk/async] make that numWorkers can be override
- [dxvk] Reduce worker count on 32-bit to save adderss space
- [dxvk] mark VK_KHR_image_format_list as optional
- [dxvk] add the env var DXVK_ALL_CORES
- When this env var is used, it overwrites the default way we assign cores to compile shaders. By default, DXVK-Sarek compiles D3D shaders at draw time, using half the available CPU cores and leaving the rest free for the game. The problem with this is that on CPUs with weak per core performance which rely on using all cores for good performance might experience longer loading times and a worse overall experience. When
DXVK_ALL_CORES=1is set, DXVK-Sarek uses all available cores for both the game and shader compilation. This might cause the game to become unresponsive at times while compiling shaders. This non-default behavior may improve, worsen, or have no effect on performance, depending on the system. In the case you will use this env var i will recommend using it with the Async built
- When this env var is used, it overwrites the default way we assign cores to compile shaders. By default, DXVK-Sarek compiles D3D shaders at draw time, using half the available CPU cores and leaving the rest free for the game. The problem with this is that on CPUs with weak per core performance which rely on using all cores for good performance might experience longer loading times and a worse overall experience. When
Extras:
Well its 5am, time to sleep i guess. Thanks for reading and using DXVK-Sarek, GLHF.