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DXVK has levelled up once again, as release 1.1.1 is out and it's a major update that also acts as the re-release of DXVK 1.1 which was removed due to issues.

Major new features with this release should result in your frame timing being more consistent and triple buffering should now work as expected. For games that have a lot of shaders, memory utilization should be reduced as well. Configuration options in the DXVK config file can be limited to a single executable, meaning you can now use one single file and not one per-game.

Queries were also re-worked, which should see Unreal Engine 4 titles get improved performance although you need at least Wine 4.5/Proton 4.2 and NVIDIA 418.52.05 or AMD/Intel Mesa 19.1-git for your GPU driver. It needs the "VK_EXT_host_query_reset" extension supported, as without it certain games may perform "significantly worse".

Some notable bugs were also solved with this release like incorrect MSAA sample locations in shader code, crashing when using the Windows build of RenderDoc with Wine, AMDVLK had issue with flickering or having artifacts in some games and so on. Issues with specific games like NieR:Automata, Sekiro: Shadows Die Twice, Space Engineers and SpellForce 3 were also solved.

This release also has improved compatibility with Wine's own Direct2D implementation and there's also some minor optimizations for multisample resolve operations, presentation and "other things".

Find the release announcement here.

Article taken from GamingOnLinux.com.
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14 comments
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massatt212 May 6, 2019
does anyone have dxvk 1.0+ version with Async implemented, want to test some single player games like need for speed payback
axredneck May 6, 2019
Quote... triple buffering should now work as expected.
Doesn't triple buffering increase latency?
Shmerl May 7, 2019
Quoting: GuestThe new 1.1.1 seems like a really nice release. Only 3000 MB RAM usage in The Witcher 3 with Ultra settings: https://drive.google.com/file/d/1zbMREcDt7XJwSamwkMaR61OVeC70CmDI/view?usp=sharing 6 GB RAM is the minimum requirement if you want to run it on Windows 10. DXVK is wonderful.

Interesting point. Is it due to compressed shaders?
YoRHa-2B May 7, 2019
Witcher 3 doesn't have too many shaders, and they aren't that big either. Savings in that game shouldn't be more than 100MB.

If you're looking for a game where the shader compression and not storing multiple copies of the shader code really makes a huge difference, fire up Quake Champions or Dishonored 2, it saves well over 1GB there.


Last edited by YoRHa-2B on 7 May 2019 at 12:25 pm UTC
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