The awesome DXVK project for Vulkan D3D11 in Wine has another fresh release out and it's a pretty good one.
Once again, I'm shocked by how quickly it has been releasing updates and solving issues. Considering it's mostly by one person, it's mind-boggling how far it has come in such a short amount of time. Anyway…here's what's new on 0.54.
- Improved performance on AMD cards by making use of host-visible device-local memory
- Improved GPU utilization and rendering latency in situations with a low number of draw calls
- Added support for Vsync with half refresh rate and lower
- Fixed regression introduced in v0.53 leading to invalid SPIR-V shaders in The Witcher 3
- Fixed shader compilation failure in Pillars of Eternity II (#408) and Lost Sphear (#406)
- Fixed crash in Sleeping Dogs: Definitive Edition (#407)
- Fixed possible visual issues in Elex caused by non-functional depth-to-color image copies
- Fixed Vulkan validation errors for typeless multisample resolve operations
- Fixed Gamma issue with Unreal Engine 4 games on the RADV driver
- Removed redundant Vulkan API calls
On top of this, something I missed recently was the announcement of another project named DXUP. It's a D3D10 -> D3D11 translation layer, which can be used together with DXVK—clever stuff!