With the news earlier about D9VK being merged into DXVK, to make DXVK the all-in-one solution for D3D9, D3D10 and D3D11 to Vulkan - we now have a fresh release of DXVK with it all together.
Today, DXVK 1.5 is out and the big headline feature there then is D3D9 support included! D9VK did actually have a standalone release just before all this happened with D9VK 0.40/0.40.1 and this DXVK release includes a few extra fixes too.
What does all that above mean? Simply put: DXVK will now run games that use D3D9, 10 and 11 and turn it into Vulkan when paired with Wine/Proton as of DXVK 1.5.
In this release the HUD you can enable gained an improved overall appearance, it can also now show the amount of memory allocated per Vulkan memory heap "which allows distinguishing between video memory and system memory allocations" and draw call and queue submission statistics are now updated every 0.5 seconds to make them more readable.
A few game-specific fixes made it in for Atelier Ryza, Crysis 3 (all GPUs now reported as NVIDIA), Halo MCC and Star Citizen.
See the full release notes here.
On the subject of DXVK possibly going into "maintenance mode", something a few others picked up on due to a comment on the DXVK GitHub. I spoke today to DXVK creator, Philip Rebohle, who said this to me:
Basically, not too much will change, bugs will still get fixed and if a game requires a feature to run, it'll get implemented. DXVK has been more or less feature-complete for a while now, and most of the changes in the 1.4.x releases were bug fixes and some optimizations anyway. What I want to avoid going forward is large-scale changes to the code base since those are prone to introduce breakage, and it's really getting harder and harder to debug any new issues.
So, nothing really changes. It continues on getting additions and fixes where it's needed.
On the one hand, it's good that DXVK has reached that level of maturity, but on the other hand, it's sad that certain games may never work on Linux.
Quoting: iiariWhatever phase of development you and your creation are in, thank you so much for DXVK, which brought gaming on Linux to a place many of us never imagined as being possible
Well said. Thank-you "YoRHa-2B" for your amazing contributions to Linux gaming!
Quoting: YoRHa-2BQuoting: KuJoAt least if this comment is still valid on GitHub from December 10th. His statements he made to GOL now actually sound a little different.I think people are just blowing what I said on Github (admittedly in frustration) WAY out of proportion.
Liam asked me to give the statement quoted in the article above today, just refer to that (and everyone, please stop annoying him via email about the whole thing).
Yeah, people and several news sites jumping way to fast to conclusions or even worth, just want to create a quick headline (hey phoronix :)).
Anyway, having DXVK in a state where it is actually feature complete is moment to celebrate, I don't get why people are getting worried that it is time for bug fixing only. My impressions is anyway that 95% of all reported issues are outside of the scope of DXVK and the remaining 5% are not worth the attention due to being weird corner cases.
Thanks a lot for all your hard work. The sames applies to Joshua and other supporters as well.
I humbly bow before your work! Please allow yourself some rest after all the countless hours.
Last edited by jens on 16 December 2019 at 7:16 pm UTC
Come on Linux! You're almost at the point where I can finally leave windows behind! You just need to be a little better and fix some things that windows got it back in XP era.
Quoting: somebody1121And it's really bad. We're talking about going from ~23 FPS to ~30 FPS in some scenes, and that is on a Ryzen 2700X (which admittedly isn't very good for gaming, but not all that bad either).Was this with a Vega or Navi GPU?
This game triggers some weird bug of completely broken CPU performance that is shared between Windows and Linux on these GPUs.
Yeah, it sounds too weird too be true, but CPU performance in critical situations, like tons of grass, is quite twice as high on Polaris in my testings.
Quoting: Comandante ÑoñardoOk. Do I still need to put PROTON_USE_D9VK=1?
Good question
Quoting: ziabiceHow hard is to create some automatic tests for DX11 + DXVK? Without some good tests is nearly impossible to refactor things
It’s FOSS. Create a pull request. I’m sure that it’d make contributing to the project easier.
Quoting: ziabiceHow hard is to create some automatic tests for DX11 + DXVK? Without some good tests is nearly impossible to refactor things
It has tests to catch regressions. That's not the deterring factor. DXVK is at a point where it's very stable and works for most things. Any changes introduce risk breaking it for something. Even if all known tests pass after a change, there's always a chance you run into random quirks or race conditions or any number of different issues that only manifest once the changes have been tested by a wider audience.
DXVK already has a ton of workarounds implemented for specific devices, drivers, and games. These were usually for instances where game/device/driver devs made incorrect assumptions or only targeted specific combinations/vendors, or where a game uses features available in some devices/drivers but not others (not to mention potentially problematic workarounds built into games to get around still other issues/quirks). Large changes would likely reveal even more quirks that need workarounds - that's a lot more work for little to no gain.
BUT, if you feel it still needs something, you're welcome to contribute your solutions!
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