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DXVK 0.72 is out, bringing more configuration options and game fixes

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DXVK [GitHub0.72 just got released and this version brings along some handy extra configuration options as well as some specific game fixes.

Reminder: DXVK is a project that allows you to get Vulkan-based D3D11 and D3D10 for playing Windows games on Linux using Wine. It's part of Valve's Steam Play. If you missed it, we had an interview with the developer recently.

As for specific games, it fixes issues with Assassin's Creed Syndicate and Origins, Batman Arkham Knight, Dragon Quest XI and an issue that affected both Tomb Raider (2013) and Shadow of the Tomb Raider. What's interesting, is that they've had to spoof users having a specific GPU vendor for some titles, otherwise they don't work. Batman: Arkham Knight, for example is being set as being on an AMD GPU, which fixes a crash in the "Detective Mode" if you have an NVIDIA GPU.

For the config options, you now have access to:

  • "d3d11.maxTessFactor" to limit the maximum tessellation factor
  • "d3d11.samplerAnisotropy" to enforce or disable anisotropic filtering
  • "dxgi.numBackBuffers" to override the number of swap chain back buffers
  • "dxgi.syncInterval" to enforce or disable Vsync

On top of that, the developer said this about the release:

Additionally, the number of swap chain back buffers requested by the game is now honored by default, i.e. games that request a triple-buffered swap chain without VSync will now use a triple-buffered Vulkans swap chain.

More info on those and more on their Wiki.

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37 comments
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qptain Nemo 14 September 2018 at 7:05 pm UTC
That's not in Proton yet, right?
liamdawe 14 September 2018 at 7:11 pm UTC
qptain NemoThat's not in Proton yet, right?
No.
liamdawe 14 September 2018 at 7:54 pm UTC
Updated: Clarified a fix for Tomb Raider, it affected both Tomb Raider (2013) and Shadow of the Tomb Raider.
massatt212 14 September 2018 at 8:39 pm UTC
Tekken 7 Still works like smelly balls
TheRiddick 14 September 2018 at 10:10 pm UTC
The crashes are probably mostly related to nvapi on nvidia cards, I think a fix has been figured out already other then the spoofing method, but not sure when that will be implemented.

Note disabling NVAPI dlls still results in performance issues and such...


Last edited by TheRiddick at 14 September 2018 at 10:11 pm UTC
chancho_zombie 14 September 2018 at 11:29 pm UTC
it seems that shadow of the tomb raider works very well with Proton. Oh man! I really feel sad for Feral now the have zero incentive for a real port.
Comandante Ñoñardo 14 September 2018 at 11:47 pm UTC
chancho_zombieit seems that shadow of the tomb raider works very well with Proton. Oh man! I really feel sad for Feral now the have zero incentive for a real port.

Let's see the performance of the game running with Proton...
But yeah, thanks to Proton, from now and then, Feral must work simultaneously with Nixxes (the developers of the Windows port) and not a year later..
mortigar 14 September 2018 at 11:48 pm UTC
ooh Battletech now runs without missing textures on amd with 3.16-staging and dxvk .72
Still have to add in 3rd party codex to get the video to work though zzz.


Last edited by mortigar at 14 September 2018 at 11:49 pm UTC
YoRHa-2B 15 September 2018 at 8:25 am UTC
Comandante ÑoñardoLet's see the performance of the game running with Proton...
~86% of Windows D3D11 on my system, with some stutter here and there (but I've seen worse). Certainly playable.

If Feral ever port this, they should really use the D3D12 renderer as a starting point, it's so much faster than D3D11 in this game. And I'd agree that it should happen sooner rather than later, although it's probably not really their fault that there's no Linux port announced yet.


Last edited by YoRHa-2B at 15 September 2018 at 8:45 am UTC. Edited 2 times.
ziabice 15 September 2018 at 9:00 am UTC
YoRHa-2B
Comandante ÑoñardoLet's see the performance of the game running with Proton...
~86% of Windows D3D11 on my system, with some stutter here and there (but I've seen worse). Certainly playable.

If Feral ever port this, they should really use the D3D12 renderer as a starting point, it's so much faster than D3D11 in this game. And I'd agree that it should happen sooner rather than later, although it's probably not really their fault that there's no Linux port announced yet.

Is this game a good candidate to work with the VKD3D layer? Do you know what's the status of the project?
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