I'm not sure if I played this years ago or the first one but are any of the later ones (3 on) worth playing? This is the sort of game I don't mind picking up to play through Proton, as they're often good games and dirt cheap after all these years.Far Cry 2 is actually pretty good. ![]() Remember if I miss something you can email me any time or post into the suggested news channel in Discord. Tomb Raider Anniversary: Improved performance.Titanfall: Fixed a crash caused by a miscompiled shader.The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering.Test Drive Unlimited 2: Fixed shadows on grass.Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows.RaceRoom Racing Experience: Fixed a crash when starting a race.Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen ( #3458).Far Cry 2: Fixed crash when using D3D10.A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled.Note: This will only work in combination with c3a1c48 or newer. Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games as well as Elden Ring (PR #3625).This is needed for Train Simulator Classic ( #3445). ![]() Added stubs for various D3D9On12 interop interfaces.Note: This will only work with recent Proton builds. Implemented keyed mutex synchronization on top of newly added winevulkan functionality (PR #3601, PR #3635).Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler.Fixed various issues with reporting HDR metadata.Fixed a bug and performance issues with the implementation of D3D11 tiled resources.Fixed a minor issue with D3D11 stream output ( #3634).Fixed a minor issue with D3D9 feedback loop tracking.This may improve performance in games that frequently synchronize with the GPU. D3D9 command submission now works the same way as it does for D3D11, which will lead to more submissions but generally reduces resource readback latency.If VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format.This functionality is generally not used by games, but may be useful for applications such as level editors. If VK_EXT_line_rasterization and its relevant features are supported, smooth or rectangular lines will now be used if requested by the application.This fixes shadow rendering artifacts in various D3D9 games and is especially important on GPUs that do not support 24-bit depth formats. If VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations.Configuration options can now be specified via an environment variable, DXVK_CONFIG.Lots more improvements and fixes including: On top of that dxgi.tearFree and d3d9.tearFree were merged into dxvk.tearFree. There's also some configuration changes with dxgi.nvapiHack deprecated in favour of dxgi.hideNvidiaGpu, along with similar options for AMD and Intel GPUs that allows them to put in targeted application workarounds for issues. On top of that if you have the extension VK_EXT_swapchain_maintenance1 supported, turning VSync on / off may no longer need to recreate the Vulkan swap chain working around severe performance issues in some games. Currently that is only supported on Gamescope when ENABLE_GAMESCOPE_WSI=1 is set. ![]() However, on some platforms and compositors frame latency may be higher than expected. If you have support for the VK_KHR_present_wait extension, and have vertical synchronization is enabled, you might end up seeing reduced input latency in some games. One of the headline improvements here is presentation improvements. So here's a run over what's new for this Vulkan-based translation layer that converts Direct3D 9/10/11 for Wine and Proton. Somehow, I missed that DXVK 2.3 went out last week.
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