本帖最後由 Okt04175 於 2022-3-26 17:01 編輯

早排DXVK更新咗1.9.4版,主要為戰神PC版做最佳化處理,再改善RAM同VRAM使用控制部份,DX9部份效能亦有改善。
https://github.com/doitsujin/dxvk/releases/tag/v1.9.4
Bug fixes and Improvements
•Fixed an issue that would cause VRAM to not be utilized on RBAR-enabled Nvidia GPUs if the dxvk.shrinkNvidiaHvvHeap option is enabled (#2438).
•Enabled strict D3D9 float emulation by default on future versions of RADV. This may improve both accuracy and GPU-bound performance (PR #2448).
•Improved memory allocation behaviour. This may reduce memory usage especially in games that create multiple processes or D3D devices.
•Removed obsolete options to disable OpenVR support.
•God of War: Enabled performance optimizations and DLSS support. Note that these changes are already included in Proton Experimental.


順便分享一條人哋用Linux玩近日新出嘅PC版Dying Light 2嘅片:

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早排DXVK更新咗1.9.4版,主要為戰神PC版做最佳化處理,再改善RAM同VRAM使用控制部份,DX9部門效能亦有改善 ...
Okt04175 發表於 2022-2-11 19:27



    DXVK team 真係好勁

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Google Finally Announces Steam For Chrome OS
https://www.phoronix.com/scan.ph ... Steam-For-Chrome-OS

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有冇 WAYDROID 最新進展?

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家陣Wine已經更新到7.1版,主要係支援咗Vulkan 1.3改善行Game嘅效能同相容度,之前7.0版大量組件轉咗做PE格 ...
Okt04175 發表於 2022-2-1 18:06



    好事, 如果兼容更多更多, 相信會令不少人多了一個選擇。

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有冇 WAYDROID 最新進展?
chue 發表於 2022-3-22 13:02



    Waydroid 好似同 DXVK 冇關係喎....

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本帖最後由 Okt04175 於 2022-3-26 17:00 編輯

Wine已經更新到7.5版,原版VKD3D都更新咗方便MacOS去行DX12野,音訊解碼部份都執緊,由7.0版開始相容度已經好咗好多。
https://www.winehq.org/announce/7.5
The Wine development release 7.5 is now available.

What's new in this release:
  - ALSA driver converted to PE.
  - Locale database generated from Unicode CLDR.
  - HLSL compiler support with the bundled vkd3d.
  - Initial support for the OCSP protocol.
  - More cleanups to support 'long' type.
  - Various bug fixes.
https://www.winehq.org/announce/7.4
The Wine development release 7.4 is now available.

What's new in this release:
  - 'Light' theme enabled by default.
  - Bundled vkd3d library.
  - WineD3D, D3D12 and DXGI modules converted to PE.
  - More large scale cleanups to support 'long' type.
  - Various bug fixes.
https://www.winehq.org/announce/7.3
The Wine development release 7.3 is now available.

What's new in this release:
  - More large scale cleanups to support 'long' type.
  - Proper support for API sets.
  - Progress on the PE conversion of USER32 and WineALSA.
  - A number of HID joystick fixes.
  - Various bug fixes.
https://www.winehq.org/announce/7.2
The Wine development release 7.2 is now available.

What's new in this release (see below for details):
  - Large scale cleanup to support 'long' type with MSVCRT.
  - Mono engine updated to version 7.1.1.
  - More theming fixes in common controls.
  - Beginnings of a WMA decoder.
  - Support for 64-bit time_t.
  - Various bug fixes.

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不過 MAC 已轉自家 CPU

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本帖最後由 Okt04175 於 2022-3-27 04:24 編輯
不過 MAC 已轉自家 CPU
chue 發表於 2022-3-26 17:24

Mac轉ARM64架構都仍然可以用Wine DXVK VKD3D照玩到Windows版Game。
Crossover即係收費版Wine有提供支援服務,Crossover團隊賺到嘅部份收益會回饋畀Wine團隊,Wine能夠穩健發展多得Crossover嘅貢獻。
想支持Wine嘅開發可以買Crossover嘅License,買咗之後就可以用Crossover團隊嘅支援服務有乜嘢出問題可向佢哋反映。

Crossover 21.2喺ARM64版MacOS上面改善咗打機體驗:

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本帖最後由 Okt04175 於 2022-3-27 04:25 編輯

Linux用Wine 7.4同DXVK 1.10玩 鬼線東京 嘅片。


DXVK喺大半個月前更新咗1.10版,主要係改善行DX9同DX11遊戲佔用資源量進一步改善流暢度。
https://github.com/doitsujin/dxvk/releases/tag/v1.10

Performance improvements

•Reduced unnecessary worker thread synchronization around resource readbacks for both D3D11 and D3D9. This can significantly increase CPU-bound performance in games like Assassin's Creed: Origins and other titles built on the same engine, with smaller improvements seen in Elex II, God of War, GTA IV and others.
•When using D3D11_MAP_WRITE on a staging resource that's currently being read by the GPU, DXVK will now attempt to create a copy of that resource in order to avoid GPU synchronization. This improves performance in Quantum Break and potentially other games. This behaviour can be tweaked using the d3d11.maxImplicitDiscardSize option.
•Optimized UpdateSubresource for small constant buffer updates. This further improves performance in God of War and potentially other games.
•Improved the way resource uploads and staging buffers are handled in D3D11. This may reduce memory usage and CPU overhead in some games.
•Added more information to the HUD that can be useful for troubleshooting performance issues: GPU synchronizations per frame, worker thread synchronizations per frame, and pipeline barrier count.
•GPU synchronization, when necessary, no longer uses busy-waiting, which may reduce power consumption on portable devices in some games.

Bug fixes and Improvements

•Added a D3D11On12CreateDevice stub so applications using this don't immediately crash (PR #2485).
•Note that supporting D3D11on12 is currently not viable.
•Version numbers for Intel's Windows driver should now be reported properly.
•Note that using DXVK on this driver is highly discouraged and will likely not work.
ArmA 2: Fixed texture-related issues (PR #2477).
•Black Mesa: Fixed lighting issues.
•Resident Evil 0, 5, 6, Resident Evil: Revelations 2: Improved performance (PR #2466).
•Total War: Warhammer III: Significantly improved GPU-bound performance on setups with a dedicated GPU.

Per-game workarounds

Replaced the previous d3d11.apitraceMode option with d3d11.cachedDynamicResources, which provides a more granular way to specify resource types to allocate in cached system memory. Refer to the example dxvk.conf for details. This change was not made for the equivalent D3D9 option yet.

Normally, D3D11_USAGE_DYNAMIC resources are expected to be write-only from the CPU and read-only from the GPU, but despite this, some games perform CPU-side reads on the mapped memory, which can cause severe performance degradation since those reads would have to go over PCI-E, or at least uncached write-combined memory. This is especially problematic on systems with Resizeable BAR and can cause issues even on Windows D3D11 drivers.

Games that will use this option by default include Age of Empires 2: Definitive Edition (#2491), Anno 1800, Final Fantasy XIV, Nier Replicant, The Evil Within (PR #2522), and all games that previously had d3d11.apitraceMode enabled by default.

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