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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.

Article taken from GamingOnLinux.com.
Tags: Vulkan, Wine
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
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Shmerl Sep 3, 2018
Quoting: GuestThis discussion has been going on for months already, and it will be quite a long time before the working group has a spec ready for it. And it's not even guaranteed it will as I expect at least a few vendors to be against it.

Do you mean it has been going for months inside Khronos?
Shmerl Sep 5, 2018
Great to see that it's being worked on.
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