Don't want to see articles from a certain category? When logged in, go to your User Settings and adjust your feed in the Content Preferences section where you can block tags!
We do often include affiliate links to earn us some pennies. See more here.

Developer Philip Rebohle pushed out a fresh update to DXVK yesterday with a couple little fixes and improvements.

As this is just a point release there's no big new features, here's what's changed with DXVK 1.3.3:

  • Improved Clang and libc++ compatibility (PR #1173)
  • Implemented proper hazard tracking for resource views, as mandated by the D3D11 runtime. This fixes visual artifacts in Shining Resonance: Refrain on AMD GPUs.
    Note: This may have a small performance impact in some games.
  • Far Cry Primal: Worked around a weird issue causing the game's graphics to turn red
  • SteamVR Performance Test: Fixed broken rendering caused by a bug in the deferred context implementation (#1160)

See the release here on GitHub.

The progress on DXVK compatibility and performance has been absolutely incredible, hard to believe it hasn't even been around for two years yet. I feel like we've been writing about and excited about DXVK for a lot longer.

Article taken from GamingOnLinux.com.
23 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
See more from me
The comments on this article are closed.
2 comments

elmapul Aug 31, 2019
"The progress on DXVK compatibility and performance has been absolutely incredible, hard to believe it hasn't even been around for two years yet."
kind of expected, wine has to deal with reverse enginering windows+writing an translation layer in openGL, dxvk only has to deal with writing the translation layer in vulkan since the effort into reverse enginering was already made by the wine team.
still impressive, especially considering that the documentation on vulkan was lacking since it was an brand new technology
jens Aug 31, 2019
  • Supporter
Quoting: elmapulkind of expected, wine has to deal with reverse enginering windows+writing an translation layer in openGL, dxvk only has to deal with writing the translation layer in vulkan since the effort into reverse enginering was already made by the wine team.

I would be careful with assumptions about the work behind DXVK and how much could be based on other D3D translation layers. It would be a good question to DXVK/D9VK's authors and core contributors though.

On a side note: Considering that much response to a new DXVK release I guess it is really going well with gaming on Linux ;)
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.