DXVK, the incredible project kicking over Direct3D 10/11 to Vulkan for use in Wine has a fresh point release available now.
The 1.0.3 release will now have the DXVK DLLs actually include version information, as some games may rely on it. DXVK will also now handle "Surface loss" gracefully, an issue with state cache files possibly growing indefinitely was sorted and an issue with unexpected shader cache misses was also solved.
For game-specific fixes, Anno 1800 has a "severe" performance issue fixed by enabling the "d3d11.allowMapFlagNoWait" option. Also, Dark Souls Remastered and Grim Dawn both have a workaround to fix rendering issues for those with NVIDIA GPUs. Finally, Star Citizen should no longer cause GPU hangs and driver crashes.
You can see the release notes here.
This isn't quite the big DXVK 1.1 release again, as that was pulled down shortly after being released. The DXVK developer has asked people to test the master branch of DXVK on GitHub with as many games as possible, so they can find any regressions.
Quoting: GuestI love this project but I'm having a problem with the new versions.
The Witcher 3 was working without any issue on the slightly older DXVK versions.
With versions 1.02 and 1.03 the game crashes after the savegame is loaded.
err: DxvkMemoryAllocator: Memory allocation failed
Size: 8388608
Alignment: 256
Mem flags: 0x7
Mem types: 0x681
004e:err:seh:RtlUnwindEx invalid frame 608b0008 (0x606b2000-0x608b0000)
004e:err:seh:call_stack_handlers invalid frame 608b0010 (0x606b2000-0x608b0000)
004e:err:seh:NtRaiseException Exception frame is not in stack limits => unable to dispatch exception.
AL lib: (EE) ReleaseThreadCtx: Context 0x7c879a30 current for thread being destroyed, possible leak!
AL lib: (EE) ReleaseThreadCtx: Context 0x7d268de0 current for thread being destroyed, possible leak!
Seems related to #747
Edit: just done tests multiple times and no crashes at all on "High" preset on GTX 1050 Ti 4GB.
Last edited by arzardk on 15 April 2019 at 7:17 pm UTC
Quoting: Guesterr: DxvkMemoryAllocator: Memory allocation failedThis cannot be fixed in DXVK. It just means that you don't have any system memory left that the graphics driver could allocate from, and looking at your profile, I can certainly see why - 4GB just don't cut it for an entire Linux desktop and this game.
It would probably be fine if the allocation would cause some memory to get swapped out, but that doesn't happen on Linux for some reason, so we have fun errors like this, or "amdgpu: not enough memory for command submission" when running into similar issues with AMD cards.
Quoting: YoRHa-2BIt just means that you don't have any system memory left that the graphics driver could allocate from, and looking at your profile, I can certainly see why - 4GB just don't cut it for an entire Linux desktop and this game.Shouldn't 4GB be enough for this game, especially for 1280×1024 resolution? It even has GTX 770 (2GB) as a recommended card.
Quoting: ageresQuoting: YoRHa-2BIt just means that you don't have any system memory left that the graphics driver could allocate from, and looking at your profile, I can certainly see why - 4GB just don't cut it for an entire Linux desktop and this game.Shouldn't 4GB be enough for this game, especially for 1280×1024 resolution? It even has GTX 770 (2GB) as a recommended card.
He probably mean RAM, not VRAM, cause Jaromir has 4GB RAM on his machine.
Last edited by arzardk on 16 April 2019 at 8:24 am UTC
I can't thank Phillip or anyone else involved enough for this :)
Quoting: whizseThe game itself have a minimum requirement of 6GB RAM. I'm guessing DXVK and Wine have some overhead so it's kind of surprising that it's at all playable.I suspect when declaring such requirements it's wise to overestimate what constitutes "minimum".
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