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DXVK has levelled up once again, as release 1.1.1 is out and it's a major update that also acts as the re-release of DXVK 1.1 which was removed due to issues.

Major new features with this release should result in your frame timing being more consistent and triple buffering should now work as expected. For games that have a lot of shaders, memory utilization should be reduced as well. Configuration options in the DXVK config file can be limited to a single executable, meaning you can now use one single file and not one per-game.

Queries were also re-worked, which should see Unreal Engine 4 titles get improved performance although you need at least Wine 4.5/Proton 4.2 and NVIDIA 418.52.05 or AMD/Intel Mesa 19.1-git for your GPU driver. It needs the "VK_EXT_host_query_reset" extension supported, as without it certain games may perform "significantly worse".

Some notable bugs were also solved with this release like incorrect MSAA sample locations in shader code, crashing when using the Windows build of RenderDoc with Wine, AMDVLK had issue with flickering or having artifacts in some games and so on. Issues with specific games like NieR:Automata, Sekiro: Shadows Die Twice, Space Engineers and SpellForce 3 were also solved.

This release also has improved compatibility with Wine's own Direct2D implementation and there's also some minor optimizations for multisample resolve operations, presentation and "other things".

Find the release announcement here.

Article taken from GamingOnLinux.com.
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21 comments
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Trias 5 May 2019 at 9:28 am UTC
So, do I understand correctly that we need a 418.52.05-beta driver, and those on 418.56 need to wait a bit despite having a higher version number? Maybe it's good to mention this in the article...

Pikolo
raneonGood to see this re-release of DXVK 1.1, thanks :-) As a user of mesa-git on Arch I will benefit directly from this new version. But I wonder if Proton will integrate DXVK 1.1.1 then soon as well, I do hope so.
I doubt it. Proton won't see DXVK 1.1.1 until VK_EXT_host_query_reset makes it into an LTS branch of Nvidia drivers. I think Steam OS doesn't use Nvidia's beta drivers, and that's what they'll be synchronising the release of this feature with

Isn't 418 branch an LTS one? 418.56 (x86_64) is mention here as both "Current official release" and "Current long-lived branch release".
Liam Dawe 5 May 2019 at 9:37 am UTC
TriasSo, do I understand correctly that we need a 418.52.05-beta driver, and those on 418.56 need to wait a bit despite having a higher version number? Maybe it's good to mention this in the article...
I already mentioned the exact driver number required, as listed in the changelog.
jens 5 May 2019 at 12:05 pm UTC
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TriasSo, do I understand correctly that we need a 418.52.05-beta driver, and those on 418.56 need to wait a bit despite having a higher version number? Maybe it's good to mention this in the article...

Don't worry, I'm on 418.56 and DXVK 1.1.1 works just fine here. As far as I understand having VK_EXT_host_query_reset support will mostly give you some extra FPS in Unreal 4 game. Since I like to play Assetto Corsa Competizione, which is an Unreal 4 title, I'm eager to get the extra FPS. That said, even without VK_EXT_host_query_reset ACC already runs very well. There might be some games (Quake Champions according to the release notes) that may run slower without having this extension, but the games I own still run very well or even better with this newer version.
garpu 5 May 2019 at 1:38 pm UTC
I've been using the 430.09 driver with it, and haven't had problems, but I don't play any Unreal 4 games. Rather, I played a few hours of Path of Exile last night with the combination, and didn't notice any problems. (Things were getting a bit hot when watching videos on twitch at the same time, but twitch always hits my cpu harder than most games. Go figure.)
Jaromir 5 May 2019 at 8:02 pm UTC
The new 1.1.1 seems like a really nice release. Only 3000 MB RAM usage in The Witcher 3 with Ultra settings: https://drive.google.com/file/d/1zbMREcDt7XJwSamwkMaR61OVeC70CmDI/view?usp=sharing 6 GB RAM is the minimum requirement if you want to run it on Windows 10. DXVK is wonderful.
massatt212 6 May 2019 at 3:31 pm UTC
does anyone have dxvk 1.0+ version with Async implemented, want to test some single player games like need for speed payback
axredneck 6 May 2019 at 11:33 pm UTC
Quote... triple buffering should now work as expected.
Doesn't triple buffering increase latency?
Shmerl 7 May 2019 at 12:12 am UTC
JaromirThe new 1.1.1 seems like a really nice release. Only 3000 MB RAM usage in The Witcher 3 with Ultra settings: https://drive.google.com/file/d/1zbMREcDt7XJwSamwkMaR61OVeC70CmDI/view?usp=sharing 6 GB RAM is the minimum requirement if you want to run it on Windows 10. DXVK is wonderful.

Interesting point. Is it due to compressed shaders?
YoRHa-2B 7 May 2019 at 12:24 pm UTC
Witcher 3 doesn't have too many shaders, and they aren't that big either. Savings in that game shouldn't be more than 100MB.

If you're looking for a game where the shader compression and not storing multiple copies of the shader code really makes a huge difference, fire up Quake Champions or Dishonored 2, it saves well over 1GB there.


Last edited by YoRHa-2B at 7 May 2019 at 12:25 pm UTC
mirv 7 May 2019 at 12:55 pm UTC
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axredneck
Quote... triple buffering should now work as expected.
Doesn't triple buffering increase latency?

So I'm not entirely sure how this applies to DXVK, but in general the answer is actually: it depends. Triple buffering actually allows the following:
* Prepare one frame
* Another frame processing and preparing
* Another frame prepared and rendering
(or some variation of the above - essentially it's a pipeline though).

In this case, you're not waiting on a previous frame to be presented, in order to prepare the next one. So you can actually decrease latency in this case by not stalling the frame pipeline.

If, however, the time taken to prepare a frame is much longer than the time taken to process and render the previous, then triple buffering might indeed increase latency.
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