Developer Philip Rebohle is continuing to advance DXVK, with another major release now available today.
DXVK 1.2 includes a slight rework of command buffer submissions, to make them run on a separate thread. This should hopefully increase performance in times where you're CPU-bound. Additionally, command buffers are submitted more frequently, which should avoid some stalling and also increase GPU utilization.
Rebohle has also been working on DXVK-AGS, an experimental implementation of AGS D3D11 extensions for DXVK. To allow this to work, DXVK now supports rendering features not in the official D3D11 API but exposed by special vendor-provided libraries.
As for bug fixes and other improvements in this release:
- Minor reduction of CPU overhead in some games
- Fixed an issue that would cause redundant state cache entries to be created and identical Vulkan pipelines to be compiled multiple times
- Fixed an issue that could lead to incorrect Vulkan usage or crashes when using the D3D11.1 ClearView method
- Mirror's Edge Catalyst: Disabled NVAPI hack to avoid issues on Nvidia GPUs (PR #1046)
Find the release notes here.
Reminder: DXVK is part of Steam Play, it makes Windows games that use D3D11 and D3D10 run with Vulkan in Wine.