Developer Philip Rebohle has released DXVK version 2.5.3 bringing more improvements for this tool that translates Direct3D 8 / 9 / 10 / 11 to Vulkan. DXVK is included as part of Valve's Proton.
This release includes a tweak for people using it on Windows too. As noted in the changelog:
In order to address feedback regarding issues with variable refresh rate displays, performance and HDR, exclusive full-screen mode was reintroduced as an option. It remains disabled by default, but users can enable it by setting
dxvk.allowFse = True
in the configuration file.As usual, this option has no effect on non-Windows platforms.
Why would someone use it on Windows? Especially for older games, it can end up giving a nice performance increase on modern hardware. Don't you just love open source? Everyone can benefit!
Apart from that here's all the general fixes and improvements:
- Fixed a regression that would cause severe rendering issues in many D3D8 and D3D9 games that use fixed-function rendering. (PR #4533)
- Fixed invalid shader code generation for certain rare texture operations in D3D11. This fixes a potential crash in TopSpin 2k25. (PR #4576)
- Fixed a potential issue with handling
NaN
tessellation factors in D3D11 hull shaders.- Fixed an issue with D3D9 shader validation that would cause valid shader code to be rejected in some situations. (#4576, PR #4590)
- Improved the debugging experience when
DXVK_DEBUG=markers
is set. (PR #4589, PR #4591)- Arcana Heart 3 Love Max!!!!!: Enabled 60 FPS limit to work around a game issue on Steam Deck OLED. (PR #4566)
- Bright Memory: Worked around an issue where the game would prioritize integrated graphics over dedicated Intel GPUs. (PR #4605)
- Far Cry 5: Worked around an issue that would cause terrain to be invisible on Intel GPUs. (PR #4604)
- Next: Fixed a shader-related issue that would cause flickering objects on some drivers. (PR #4603)
- Max Payne 3: Enabled strict float emulation to work around broken rendering in D3D9 mode. (PR #4611)
- The Hurricane of the Varstray -Collateral hazard-: Enabled 60 FPS limit to work around game issues when running in windowed mode. (#4568, PR #4573)
Pictured - Far Cry 5
Want to know how to update DXVK? Check out our official guide which we'll be keeping up to date.
Pictured - Far Cry 5Looks more like Farming Simulator 24, Texas DLC, but what do I know!?
As for DXVK, it's basically a requirement when using vanilla Wine. Really a great project!
Testing resident evil hd remaster seems work ok
https://i.imgur.com/IrWIXk2.png
https://i.imgur.com/xYfWuwm.png
and system shock remake (unreal engine 4) seems work ok too:
https://i.imgur.com/kSBv920.png
However them stay working now in two things:
https://github.com/doitsujin/dxvk/pull/4609
Big refactor that moves a lot of responsibility to the backend, where it should have been in the first place.
Key changes:
Vulkan surface and swapchain creation now happens entirely in the backend.
Instead of this clusterfuck where the front-end needs to manually synchronize everything through four different threads and then pray that it actually works, we now just set swapchain properties via a bunch of functions that can then get applied during the next acquireNextImage call.
Enabled automatic conversion between HDR10 and scRGB color spaces if the system only supports one of those and the game uses the other.
This is definitely not well tested with actual HDR content though.
Fixed broken blending with the HUD and software cursor in non-linear color spaces (sRGB if the image format is non-sRGB; HDR10)
Needs lots of testing, especially in D3D9 apps since there are so many weird edge cases wrt swapchain usage.
and this:
https://github.com/doitsujin/dxvk/pull/4602
[d3d8] d3d9 bridge & various other enhancements
Last edited by mrdeathjr on 13 Jan 2025 at 9:31 pm UTC
Looks more like Farming Simulator 24, Texas DLC, but what do I know!?
Actually it's Farming Simulator Montana.
Last edited by Dana Souly on 14 Jan 2025 at 11:36 am UTC
Hm, just thinking if this D3D9 shader validation issue fix might solve this constant redownload of the shaders for the games.This has nothing to do with that at all, Steam's shader download are orthogonal to anything Proton-related anyway, from a DXVK point of view we don't even know it exists.
The shader validation API is just a (mostly undocumented) part of D3D9 that some games rely on in one way or another, and in this case a bug caused a game to not load its assets properly.
See more from me