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.
Some you may have missed, popular articles from the last month:
2 comments
"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
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
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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 ;)
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