Note that the implementation is not yet complete and does not support shader caching at this time, but it should generally work with DXVK. Note: Current development builds of RADV will expose VK_EXT_graphics_pipeline_library with the features that DXVK needs if the RADV_PERFTEST=gpl environment variable is set. Additionally, more features of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter in some situations when MSAA is used, provided that the Vulkan driver supports them. Use of pipeline libraries was extended to pipelines with tessellation or geometry shaders in order to further reduce stutter. Additionally, only Nvidia drivers are expected to work on Windows. Note: D3D11 support is implemented, but not expected to work in most games as they typically require AMDAGS or NVAPI to set up HDR output, rather than using the corresponding DXGI APIs. This is currently only supported under AMDGPU and requires kernel patches from the josh-hdr-colorimetry branch. In order to use this on Linux, a Gamescope session with -hdr-enabled is required. No major Linux desktop environment currently supports HDR. When using vkd3d-proton 2.8 or newer, this will allow D3D12 games to detect and use the HDR10 color space if they support it. On systems supporting HDR10 color spaces, HDR can now be enabled by setting the environment variable DXVK_HDR=1, or by setting the option dxgi.enableHDR = True in the configuration file. Warhammer 40k: Space Marine: Fixed shadow rendering ( #3298, PR #3305).Halo: The Master Chief Collection: Fixed memory leak due to invalid query usage by the game (PR #3273).Far Cry 2: Work around rendering issues on Intel hardware, as well as low performance on all GPUs.DC Universe Online: Fixed a hang after alt-tabbing out and back in.Dawn of Magic 2: Fixed a crash upon start ( #3271, PR #3272).Cold Fear: Fixed missing geometry ( #3293, PR #3390).Battle Fantasia Revised Edition: Locked frame rate to 60 FPS to work around game bugs at higher frame rates.Significantly reduced memory usage in situations where games create unused D3D11 devices.This fixes performance issues with recent RE Engine games (D3D12) on such systems. Improved enumeration of DXGI outputs on systems with multiple GPUs.Improved usage of some VK_EXT_extended_dynamic_state3 features to avoid hitting slow paths on some drivers.This fixes Total War: Shogun 2 running out of address space when using the D3D9 renderer. D3D9 StateBlocks now only allocate memory for the parts that are actually used.Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9. Fixed Vulkan validation errors caused by incorrect layout tracking when enabling feedback loops for a texture.Fixed an issue wherein threads were not properly destroyed.This fixes in-game videos in Jade Empire ( #3182) and Sid Meier's Pirates ( #3189) (PR #3342) Fixed a regression when rendering YUY2 or UYUY texture formats.
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