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VKD3D-Proton, the tool that translates Direct3D 12 to Vulkan for Steam Play Proton, has a brand new release out with version 2.10 and it's an exciting one. And hey, I'm actually on time with this news unlike DXVK v2.3

There's some pretty great stuff included in this release including DirectStorage MetaCommands, which brings support for GPU accelerated GDeflate compression, which they said has been shown to work in Ratchet & Clank: Rift Apart.

Also hooked up is NV_device_generated_commands_compute, that helps with Starfield since its use of ExecuteIndirect "hammers multi-dispatch COMPUTE + root parameter changes", previously they were using a "very slow" workaround. So Starfield should work better with this, although it's only enabled on AMD RADV right now due to driver issues.

Pictured - Starfield on Kubuntu Linux with Proton Experimental

Also included is in this release is Enhanced Barriers, but there's no games shipping with it so it's not well tested yet.

There's plenty of fixes and workarounds for games and game engines too including issues solved for: Star Wars Battlefront II, Ashes of the Singularity, fixed mesh shaders in Unreal Engine 5, fixes for some Xenia bugs (xbox 360 emulator), Armored Core VI, Age of Wonders 4, Starfield, Halo Infinite, Street Fighter 6, Resident Evil 4, Monster Hunter Rise and others.

Some of the other stuff included:

Misc

  • Support Root Signature version 1.2
  • Implement Shader Model 6.7
    • Includes all SM 6.7 features like AdvancedTextureOps, WaveOpsIncludeHelperLanes
    • Caveat: Technically not Vulkan spec compliant implementation, but works fine on at least NV and RADV. Currently implemented as an opt-in option for now in case some game relies on it to work
  • Implement CreateSampler2
  • Expose inverted viewport / height feature
  • Implement RelaxedFormatCasting feature from Enhanced Barriers
  • Implement support for adjacency topologies
  • Support A8_UNORM format properly by using VK_KHR_maintenance5, allowing A8_UNORM UAVs to work correctly
  • Handle range checked index buffers correctly with VK_KHR_maintenance5

New extension use

  • VK_EXT_dynamic_rendering_unused_attachments
  • VK_KHR_maintenance5
  • VK_NV_device_generated_commands_compute

Performance

  • Batch acceleration structure builds. Massively improves build performance on at least RADV.
  • Massively improve ExecuteIndirect performance when using COMPUTE + root parameter changes when VK_NV_device_generated_commands_compute is enabled.

From what I've been told, this update for VKD3D-Proton is already in Proton Experimental as of the recent update from September 7th.

See the VKD3D-Proton release notes here.

Article taken from GamingOnLinux.com.
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Grogan Sep 12, 2023
Quoting: ObscureHow come Proton Experimental Bleeding-Edge is 4 days behind the standard Proton Experimental? Am I missing something here shouldn't the BE version be the one getting it earlier.

Edit: Oh I think I miss read you post and see how you meant Bleeding Edge included everything up to the 5 hours ago and not just added it :D

The "5 hours ago" was just for the subprojects dxvk and vkd3d-proton. They were synced 5 hours ago at the time (Proton bleeding edge had the most current of them vs. Experimental and Glorious Eggroll's Proton-GE that were set up to pull 4 day and 10 day old subproject commits respectively)

When you see something like:

"This branch is 53 commits ahead, 3 commits behind whatever"

It just means something was committed to that branch and not the one you're looking at, for whatever reason (perhaps it's N/A). It doesn't necessarily mean the older branch "whatever" has something newer.


Last edited by Grogan on 12 September 2023 at 5:37 pm UTC
MicHaeL_MonStaR Sep 17, 2023
Does anyone else also get weird block-effects in a lot of Starfield's particle-effects, like the engine-trails and such? - I have nothing but stock drivers on Pop!_OS and Steam with Proton Experimental. And my best guess it's because of an incompatibility or bad translation or something.
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