Hot on the heels of Wine 4.0, the excellent DXVK [GitHub] project has another fresh release available this weekend.
Some great sounding improvements made it into this release including more CPU overhead reductions, from reducing "redundant Vulkan API calls" which should help games with a large number of shaders like Shadow of the Tomb Raider. Additionally, GPU synchronization overhead was also reduced which could help performance further. On top of that, there's even efficiency improvements for Tessellation shaders with no more Vulkan validation errors.
It also comes with a healthy set of bug fixes:
- Fixed incorrect MultiDrawIndirect behaviour introduced in v0.95 (see PR #863)
- Fixed crash in Resident Evil 2 Demo when using Wine's DXGI implementation (see PR #878)
- Fixed potential issue with DXVK clearing the wrong render targets, which could lead to various types of rendering errors.
- Fixed regression introduced in v0.95 that caused rendering issues in Titanfall 2 and potentially other games.
- Mass Effect Andromeda: Actually report Nvidia GPUs as Nvidia GPUs to fix corrupted screen space reflections (#885)
A new version of the state cache was also implemented, this may cause some stutter while it builds up a new one. The "dxgi.maxFrameLatency" option has returned and "d3d11.fakeStreamOutput" was removed.
Full release notes here.
Sounds like a pretty great release, one I will be trying out plenty during next week. If you do try it out across the weekend, do come back and comment with your experiences.
Now that this and Wine 4.0 is out, hopefully a big update to Steam Play is around the corner. Would be a pretty big update to it.