DXVK continues maturing with another exciting sounding release now available with DXVK 1.4.5, bringing in some performance improvements and plenty of bug fixes.
On the performance side DXVK 1.4.5 now enables asynchronous presentation on all GPUs, which was previously disabled for NVIDIA due to GPU hangs. You should ensure your driver is fully up to date, and try the NVIDIA Vulkan Beta Driver as well. On top of that, this release has a reduction in the amount of thread synchronization around occlusion queries which should improve multithreading efficiency.
The developer, Philip Rebohle, said it could improve performance in Final Fantasy XIV and others that are "at least partially bottlenecked by draw call throughput".
Looking to the stability of DXVK, multiple nice fixes made it in too. Here's the list:
- Fixed occational hangs on Nvidia GPUs when resizing the game window.
- Fixed possible crashes when using Wine's DXGI implementation (PR #1240).
- Re-implemented constant buffer range check for Nvidia GPUs to use storage buffers instead of uniform buffers in order to match D3D11 behaviour.
- Dirt Rally: Fixed GPU hang on RADV caused by uninitialized UAV counters.
- Earth Defense Force 4.1: Fixed issue with certain objects and HUD elements not rendering (#1242).
- Final Fantasy XV: Fixed severe performance degradation when the Geomapping option is enabled, caused by a game bug.
- Metal Gear Solid V: Disabled loading of OpenVR DLLs to work around a weird issue with all rendering being flipped vertically (#1245).
- Metro 2033: Fixed rendering issues when Depth of Field is enabled, caused by a game bug.
Excellent work from developer Rebohle as usual, all sounds great. See the full release notes and everything else on the GitHub page.