VKD3D-Proton v2.14 is now accessible bringing numerous enhancements to the Direct3D 12 to Vulkan layer that is utilized by Valve’s Proton for operating Home windows video games on Linux.
That is used straight by Proton so that you needn’t do something your self for it on Steam Deck / Desktop Linux. Proton Experimental often pulls in modifications from it fairly commonly, as does GE-Proton.
For brand new options there is a DXGI body statistics implementation, a brand new world body price limiter, assist for planar video codecs like NV12, improved assist for DLSS3 body technology through dxvk-nvapi and quite a lot of efficiency enhancements included.
A bunch of game-specific enhancements too for the likes of World of Warcraft, Closing Fantasy XVI, Dragon Age: Veilguard, Helldivers 2, Star Wars: Outlaws, The First Descendant, Cranium & Bones, Hunt: Showdown, Crimson Lifeless Redemption and others.
Pictured – The First Descendant
Options
- Implement DXGI body statistics (uncovered by DXVK DXGI).
- Implement a worldwide body price limiter (see
VKD3D_FRAME_RATE
orDXVK_FRAME_RATE
).
Additionally improves conduct of presentation with swap interval > 1 since we use body limiter as an alternative
of duplicated presents now. Additionally permits assist for full-screen body price targets in DXGI which usually would suggest a mode change. - Implement assist for planar video codecs akin to NV12.
- Implement D24 depth bias accurately now on AMD when
VK_EXT_depth_bias_control
is supported. - Expose a brand new command interop interface that enables e.g. dxvk-nvapi to implement DLSS3 body technology.
- Use VK_KHR_compute_shader_derivatives when accessible.
- Use VK_EXT_device_generated_commands when accessible. Expose execute oblique tier 1.1.
- Implement GPU add heap from newest AgilitySDKs. Permits express management over ReBAR as an alternative of heuristic based mostly hacks in video games that use the brand new API.
- Implement ID3DDestructionNotifier. Fixes some explicit video games that count on this to be supported.
Efficiency
- Cut back some VRAM bloat on RDNA2 and three GPUs when
VK_MESA_image_alignment_control
is uncovered. - Enhance CPU overhead for video games that question swapchain format assist time and again.
- Take away previous heuristic that most popular 2 frames of latency relying on BufferCount used.
The default on DXGI is 3, and utilizing 2 induced some efficiency points in numerous video games with GPU hunger,
particularly on Deck.VKD3D_SWAPCHAIN_LATENCY_FRAMES
remains to be accessible as an override to drive a tighter default. - Rewrite queue submission logic to deal higher with troublesome submission patterns akin to FSR3 3.1 Body Technology.
On implementations with just one graphics queue, vkd3d-proton will now try and do primary software program scheduling of GPU work.
This may increasingly regress GPU efficiency in another circumstances andVKD3D_CONFIG=no_staggered_submit
is a solution to disable this code path.
One notably large enchancment is FF XVI on RADV with FSR 3 frame-gen, with nearly doubled efficiency in some circumstances.
We’re nonetheless awaiting a correct kernel-level repair for this drawback to be totally resolved. - Rewrite queue submission logic to make use of fewer “dummy” wait/sign submissions.
Works round pathological CPU overhead in amdgpu taking 20ms+ to submit work in some circumstances. - Rewrite queue submission logic for sparse updates to be extra environment friendly.
Fixes and workarounds
- Rework numerous multi-sampling queries to be extra spec appropriate.
- Workaround bugged MSAA conduct in World of Warcraft.
- Workaround buggy/questionable use of ID3D12PipelineLibrary in FF XVI.
- All the time use native 16-bit integers for min16int. Fixes some real-world bugs the place shaders count on min16int is at all times applied as 16-bit.
- Workaround sport bug resulting in GPU cling in Dragon Age: Veilguard on RADV.
- All the time emit correct floating-point atmosphere modes in DXBC shaders. Fixes glitched eyes in Dragon Age: Veilguard on NV.
- Repair potential use-after-free bug for some sparse useful resource replace circumstances.
- Appropriately validate when software makes an attempt to allocate a too giant descriptor heap.
Fixes Stalker 2 getting into into undefined conduct. - A variety of misc fixes in dxil-spirv as ordinary.
- Workaround damaged amdgpu zerovram conduct on 6.10+ kernels. Fixes random excessive glitchiness in Helldivers 2 on AMD.
- Workaround NV problem which result in GPU cling when loading a save file in Star Wars: Outlaws.
- Repair copying between BC <-> RGBA photographs in some circumstances.
- Add workaround for a sport bug in The First Descendant which result in damaged cubemap reflections in some circumstances.
- Workaround Cranium & Bones crashing on startup on NV GPUs by disabling Reflex assist.
- Workaround Hunt: Showdown lacking exact qualifiers on vertex shaders, resulting in glitched rendering.
- Workaround poor CPU efficiency in Crimson Lifeless Redemption.
Misc / Debug
- Add assist for instruction_qa_checks. For deep debug, permits us to be notified when NaNs and Infs are generated in shaders.
For inside QA use. - Add fine-grained management of QA conduct on a per-shader foundation. For narrowing down points.
- Take away a bunch of previous and out of date workarounds for NV drivers. New cutoff is 535 sequence.
- Bump uncovered SDKVersion to 614 to match newest steady AgilitySDK.
- Add an non-obligatory code path to assist DXBC through the official dxilconv library.
This code is just not enabled in launch builds,
and is presently solely meant as a path to make the most of QA instrumentation for DXBC shaders.
See all of the enhancements within the changelog.
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