本帖最後由 Okt04175 於 2021-2-20 20:25 編輯
近日VKD3D-Proton更新出咗2.2版而DXVK就更新出咗1.8版,VKD3D-Proton 2.2更正一啲轉譯方式提升相容性、初步支援Variable Rate Shading轉譯同埋準備支援DXR(DX12光影追蹤)轉譯,DXVK 1.8引入咗CPU軟體加速Vulkan運算支援同埋修復唔少DX9同DX11轉譯相容問題,睇落今年Linux應該有望間接食得晒DX12啲打機功能。
https://github.com/HansKristian- ... n/releases/tag/v2.2
https://github.com/doitsujin/dxvk/releases/tag/v1.8
DXVK 1.8
Bug Fixes and Improvements
•Fixed some build system warnings with newer Meson versions.
•CPU-based Vulkan implementations such as Lavapipe will now always be enumerated last. This should avoid issues on systems without a dedicated GPU where games could potentially default to a CPU rasterizer.
•Optimized image layout transitions, which may improve performance on Intel GPUs in some games.
•D3D9: Improved performance of texture uploads and occlusion queries in some cases.
•D3D9: Fixed an issue where supported back buffer formats would be reported incorrectly.
•DXGI: Enabled multi-monitor support. This requires a relatively recent Wine version with XRandR 1.4 support to work correctly.
•D3D11: Fixed a number of reference counting issues that could potentially lead to stability issues (PR #1887, PR ##1888).
•D3D11: Improved correctness of NaN handling in shaders with VK_KHR_shader_float_controls, and removed most app workarounds setting d3d11.enableRtOutputNanFixup.
•Enabled d3d11.enableRtOutputNanFixup by default on older RADV versions.
•Enabled d3d11.invariantPosition option by default to fix common Z-fighting issues, especially on RDNA2 GPUs.
•Atelier Ryza 2: Added workaround for video playback breaking D3D11 rendering, like in other games of the series.
•Battle Engine Aquila: Fixed broken textures (PR #1759).
•Dark Messiah of Might & Magic: Work around out-of-memory issues on startup.
Everquest: Work around performance issues.
•F1 2018/2020: Work around broken compute shaders causing artifacts on AMD drivers, similar to F1 2019 (#1897).
•Hitman 3: Work around AMDAGS issues on AMD GPUs similar to Hitman 2 (PR #1909).
•Mega Man Legacy Collection 2: Fixed rendering issues (#1922).
•Nioh 2: Work around black screen issues.
•Tomb Raider Legend: Work around performance issues (#1685).
VKD3D-Proton 2.2
Workaround removals
•Replace old force_bindless_texel_buffer workaround with
a more correct and performant implementation.
•Death Stranding and Cyberpunk 2077 (and probably other games as well) do the right thing by default without the hack now.
Remove old workaround •disable_query_optimization for occlusion queries which was enabled for AC: Valhalla,
and is now replaced by a correct and efficient implementation.
•Cyberpunk 2077 status
•From recent testing on our end, it is unknown at this time if VK_VALVE_mutable_descriptor_type is still required for
Cyberpunk 2077. Manual testing hasn't been able to trigger a GPU hang.
•The memory allocation rewrite in 2.2 can plausibly work around some of the bugs that VK_VALVE_mutable_descriptor_type fixed by accident.
•The bugs in question could also have been fixed since release day, but we cannot prove this since the bug is completely random in nature.
Regression fixes
•Fix regression in Horizon Zero Dawn for screen space reflections on water surfaces.
Stability fixes
•Greatly improve stability on Polaris or older cards for certain titles.
•Crashes which used to happen in Horizon Zero Dawn and Death Stranding seem to have disappeared
after the memory allocation rewrite.
•GPU memory usage should decrease on these cards as well.
•DIRT 5 can get in-game now due to DXIL fixes, but is not yet playable.
New features
•Add support for Variable Rate Shading tier 1.
Future development
•DXR is not yet supported, but has seen a fair bit of background work.
•Basic DXR pipelines can be created successfully.
•Memory allocation rewrite in 2.2 unblocks further DXR development. |