DXVK [GitHub], which provides a Vulkan-based D3D11 and D3D10 implementation for use in Wine has a new build out. The pace of development on this continues to absolutely mesmerise me, with each release bringing something really interesting. Reminder: See my interview with the creator of DXVK here.
New feature highlights in 0.80:
Improvements
- Added State Cache
- Direct3D Feature Level 11_1 is now supported.
- Minor overall reduction of CPU overhead.
Bug fixes
- Fixed crashes on some APU systems without dedicated video memory (#640)
- Assetto Corsa: Fixed crashes and artifacts when reflections are disabled (#648)
- Project Cars 2: Fixed crash upon loading the game (#375, #641)
About the new State Cache feature, they said this:
In order to reduce stutter on subsequent runs of an application, DXVK now caches pipeline state, which allows it to compile shaders earlier than it currently does, even if the driver's shader cache got invalidated after an update. This may temporarily cause very high CPU load.
By default, this feature is enabled, and cache files are typically created in the same directory where the game executable is located. Refer to the README for further details.
We don't know when this will be pulled into Proton for Valve's Steam Play, which is now a few versions behind. If you wish to test DXVK with Wine directly, I've no doubt Lutris will have a build up sometime soon.
Quoting: ShmerlI tested it with The Witcher 3, and somehow witcher3.dxvk-cache that was generated is just 12 bytes.The game is silly and
a) creates multiple D3D11 devices
b) changes its current working directory multiple times.
The actual cache file you're looking for is in the /bin subdir, not in /bin/x64.
Also, Witcher 3 does not compile its shaders ahead of time, so you will still encounter stutters in this game (although it should be less annoying because it can now use multiple threads to do it in parallel).
Last edited by YoRHa-2B on 23 September 2018 at 6:31 pm UTC
QuoteDirect3D Feature Level 11_1 is now supported.So I take it that DXVK is now DX11 feature complete, this is incredible news!
Quoting: F.UltraQuoteDirect3D Feature Level 11_1 is now supported.So I take it that DXVK is now DX11 feature complete, this is incredible news!
I wonder when they'll bump the release version to 1.0 -- when they reach D3D10/10_1, maybe? The wiki page isn't very explicit.
Quoting: F.UltraSo I take it that DXVK is now DX11 feature complete, this is incredible news!Not quite, Stream Output is still a big feature that's missing.
I hope this DXVK version is soon integrated into Proton
Last edited by leillo1975 on 23 September 2018 at 7:29 pm UTC
Quoting: wvstolzingQuoting: F.UltraQuoteDirect3D Feature Level 11_1 is now supported.So I take it that DXVK is now DX11 feature complete, this is incredible news!
I wonder when they'll bump the release version to 1.0 -- when they reach D3D10/10_1, maybe? The wiki page isn't very explicit.
There is no need for seeking meaning in numbers.
Just enjoy it , that's what i do.
GPU:%
CPU:%
FPS:XX.XX
min:XX.XX Max:XX.XX
The Performance meters idk what they call it
But i want to test my Lib and Make some DXVK vs Windows Vidoes
How do i enable it on Lutris.
Quoting: massatt212Can some one tell me how to enable
GPU:%
CPU:%
FPS:XX.XX
min:XX.XX Max:XX.XX
The Performance meters idk what they call it
But i want to test my Lib and Make some DXVK vs Windows Vidoes
How do i enable it on Lutris.
https://github.com/doitsujin/dxvk/blob/master/README.md#hud
Quoting: YoRHa-2BThe game is silly and
a) creates multiple D3D11 devices
b) changes its current working directory multiple times.
The actual cache file you're looking for is in the /bin subdir, not in /bin/x64.
Also, Witcher 3 does not compile its shaders ahead of time, so you will still encounter stutters in this game (although it should be less annoying because it can now use multiple threads to do it in parallel).
Good to know, thanks. I see the one in bin, and it's around 1 MB after a brief test.
I noticed that general stutter is lower now. A lot of Ryzen cores help (DXVK reports using 12 threads for compilation):
info: DXVK: Read 627 valid state cache entries
info: DXVK: Using 12 compiler threads
Last edited by Shmerl on 23 September 2018 at 7:54 pm UTC
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