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DXVK [GitHub], one of the projects that makes up Valve's Steam Play that enables Vulkan-based D3D11 and D3D10 in Wine has a new version out.

Here's the highlights 0.71:

  • Added "dxgi.maxDeviceMemory" and "dxgi.maxSharedMemory" options to limit the amount of graphics memory reported to the application. This may help fix texture streaming-related issues in 64-bit games that do not support 4096MB or more VRAM (#591)
  • Added "DXVK_FILTER_DEVICE_NAME" environment variable, which forces DXVK to use a specific Vulkan device. The device name must match exactly and can be retrieved from the log files, or from tools such as "vulkaninfo".
  • Minor overall reduction in CPU overhead

It also includes some minor fixes for D3D10, along with fixes for Crysis 1 and World of Tanks. There's a few other fixes like incorrect rasterization sample count reported to shaders, possible VSync-related issues if the "IMMEDIATE" present mode is not available and so on.

A RADV-specific workaround (AMD GPU) was also removed for builds of Mesa older than 18.2. See the full release notes here.

Hopefully if it proves to be stable enough, Valve can pull it in for the next update of Steam Play's Proton.

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14 comments
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Comandante Ñoñardo 2 September 2018 at 2:10 pm UTC
I wonder when this will be integrated in Proton.
lod 2 September 2018 at 2:14 pm UTC
Comandante ÑoñardoI wonder when this will be integrated in Proton.
If could simply replace the DXVK DDLs in your steam folder.
lejimster 2 September 2018 at 2:55 pm UTC
Comandante ÑoñardoI wonder when this will be integrated in Proton.

I don't think DX10 support with DXVK is good enough for integration right now, but who knows when it comes to Valve? They seem to be moving very fast with updates so far.
iiari 2 September 2018 at 6:09 pm UTC
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lejimsterThey seem to be moving very fast with updates so far.
Absolutely, shockingly fast. I can think of 3 random titles off the top of my head (Star Wars: Battlefront 2, Star Wars: Empires at War, Clone Drone in the Danger Zone) that didn't work for me on a wide screen monitor on day 1 of the beta that, since, are now all flawless. Also, Void Destroyer 2, a space combat sim that was never coming to Linux that I never could get working on Wine, also "just works" on Proton. Very impressive...
Shmerl 2 September 2018 at 6:34 pm UTC
Waiting for Khronos to finish transform feedback spec.
mirv 2 September 2018 at 7:55 pm UTC
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ShmerlWaiting for Khronos to finish transform feedback spec.

Assuming they intend to include it at all. Which I'm not sure is the case right now, though I forget the reason. Vulkan has certain ideals, and transform feedback might not be compatible.
nadrolinux 2 September 2018 at 8:31 pm UTC
iiariAlso, Void Destroyer 2, a space combat sim that was never coming to Linux that I never could get working on Wine, also "just works" on Proton. Very impressive...
I had similar problems with Risen 3 Enhanced Edition. I couldn't run it through vanilla WINE, but with Proton it works flawlessly!


Last edited by nadrolinux at 2 September 2018 at 8:32 pm UTC
Shmerl 2 September 2018 at 10:03 pm UTC
mirv
ShmerlWaiting for Khronos to finish transform feedback spec.

Assuming they intend to include it at all. Which I'm not sure is the case right now, though I forget the reason. Vulkan has certain ideals, and transform feedback might not be compatible.

According to their issue tracker, and in that context what @YoRHa-2B said, they are working on it (or at least something that can help implementing D3D stream output), and it should be ready in a few months.


Last edited by Shmerl at 2 September 2018 at 10:03 pm UTC
mirv 2 September 2018 at 10:19 pm UTC
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Shmerl
mirv
ShmerlWaiting for Khronos to finish transform feedback spec.

Assuming they intend to include it at all. Which I'm not sure is the case right now, though I forget the reason. Vulkan has certain ideals, and transform feedback might not be compatible.

According to their issue tracker, and in that context what @YoRHa-2B said, they are working on it (or at least something that can help implementing D3D stream output), and it should be ready in a few months.

Just wanted to point out that it's not a feature that will, or even could, be slapped into Vulkan, and it might well not be as optimal as a "native" DX11 implementation. That it can work is one thing, but it very likely will not be a 1:1 mapped feature, so don't expect miracles performance-wise.
Shmerl 2 September 2018 at 10:55 pm UTC
Stream output is not commonly used for performance heavy features, so I don't really worry as long as it will work to begin with, instead of producing a mess of polygons or invisible surfaces.


Last edited by Shmerl at 2 September 2018 at 10:56 pm UTC
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