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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 continuation of the 1.10.x branch designed to assist users still relying on the 1.10.x releases by backporting per game configurations, fixes and a little more.
Credits:
Full credit goes to doitsujin/ドイツ人 (Philip Rebohle) and everyone who has worked on DXVK, along with D7VK by @WinterSnowfall for D3D3-7 support and dxvk-low-latency for the idea behind the frame pacing mode. Everyone else who contributed to this release is credited next to their change below.
Changes 1.14.0
The most important changes are:
- Missing extensions are now listed in the log right after device creation, along with what they look like on screen, and
DXVK_HUD=devinfoshows[DEGRADED]when something is missing. Almost every extension is optional on dxvk-sarek. - New
DXVK_SAREK_STRICT=1, it makes every optional extension required. Only for debug purposes. - Vertex attribute divisor is now enabled on older revisions of the extension.
- Replaced the chunk allocator with the upstream page and pool allocators (#73). Fixes memory creeping up on long sessions and the OOM crashes (#61, #47, CachyOS/proton-cachyos#250).
DXVK_HUD=memorynow shows usage relative to the heap budget.- Replaced
util_monitorwith a modified upstreamwsi/(#77), which should make wsi related fixes easier to backport. It also fixed some weird alt tab issues i had. - DXGI now reports occlusion on minimized windows, and leaves fullscreen when the window gets occluded.
- @WinterSnowfall backported D7VK v2.2 and enabled per-stage color keying (#75).
- @WinterSnowfall updated the CI flows (#74).
- Added
d3d9.splitSamplerSlots, fixes the D3D9 black screen on MoltenVK. Own implementation of @MiloszP fix from Gcenx#20, thanks pal. - Fixed garbled text on Civilization VI (#78, CachyOS/proton-cachyos#288).
- Fixed the
resinfoout-of-bounds select in dxbc. - Added a guard against a zero refresh rate denominator.
Thanks @Nemris and @iWisp360 for testing the memory rework :). Memory defrag isn't supported yet, it might come in a later backport or never, it depends on how buggy it gets on weird drivers it was never supposed to run on.
Requirements
- Vulkan 1.1 capable GPU and driver.
- Wine 7.1 or newer, or Proton-CachyOS with
PROTON_DXVK_SAREK=1.
Builds
- 32-bit and 64-bit DLLs in
x32andx64under thebuildfolder, set up the same way as upstream. Use them through your game launcher with Wine, or by patching them into a Proton build. - For more, read the README.
Extras
My other projects:
That's all for now, thank you for using my projects! If you can, please consider
donating, and as always, GLHF!