Developer Philip Rebohle has given the gift of code this weekend, with a new release of DXVK now officially available.
DXVK 1.3.1 comes just over a week after the last release, as DXVK 1.3 had a regression that needed sorting. Anyway, in this new release there's various logging improvements, which includes the device capabilities supported by the driver and user by the game being logged in addition to supported Vulkan extensions. There's also now a GPU load monitor which you can enable on the HUD with "DXVK_HUD=gpuload", however, this can be innaccurate if CPU load is very high.
As for bug fixes and other improvements, here's what's new and improved:
- Fixed a regression introduced in DXVK 1.3 which could potentially cause rendering glitches and illegal Vulkan API usage. Affected games include SpellForce 3 and Sekiro: Shadows Die Twice, and potentially others.
- Tweaked memory allocation behaviour in an attempt to mitigate memory allocation issues on Nvidia (#1100), and to waste slightly less virtual address space for 32-bit applications.
- If "VK_EXT_shader_viewport_index_layer" is supported, DXVK will no longer use geometry shaders for certain operations. This is mostly useful to improve MoltenVK compatibility.
- Fixed incorrect clear behaviour for images with integer formats, as well as various minor issues that are not known to affect any game.
- EVE Online: Fixed a performance regression introduced in DXVK 1.2 (#1131)
- Final Fantasy XIV: Slightly improved performance on the RADV driver if "VK_EXT_shader_stencil_export" is supported.
See the full release notes here.
New to Linux and gaming? DXVK when used with Wine, can help running Windows games on Linux and have them perform a lot better than just using standard Wine. DXVK is also part of Steam Play. You can also easily use DXVK and Wine together in the game manager Lutris, to make things easy.