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DXVK 1.4.3 released helping games with a large number of different shaders

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No doubt some of our readers will be in for a busy weekend testing, with another release of DXVK now officially available.

Developer Philip Rebohle put out DXVK 1.4.3 this evening which adds in a new file format for the state cache, which should give smaller files. The state cache from previous versions of DXVK should be converted automatically, so no manual effort is required.

Additionally, even more performance is continuing to be squeezed out of this Vulkan layer for Wine as it has a reduction in CPU overhead. It was noted that it should be of particular benefit to those games that have a large number of different shaders. Frankly, I'm amazed Rebohle can somehow still push the performance even further.

On top of that, a few bug fixes were added into the mix too:

  • Fixed incorrect barriers in case graphics shaders write to UAVs.
  • Fixed incorrect MSAA sample positions being reported to shaders.
  • Fixed some MSVC compiler warnings (#1218).

Find DXVK on GitHub.

Article taken from GamingOnLinux.com.
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32 comments
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Comandante Ñoñardo 19 October 2019 at 5:25 pm UTC
YoRHa-2BIt means that you're running into this problem with the Nvidia driver. No official fix available at this time, although they know what's causing it.

Is from Borderlands The Pre-Secuel via Forced Proton, with high Resolution textures pack installed and D9Vk enabled..
With D9Vk disabled the game doesn't crash, but the performance sucks..

I'm gonna continue in the github you mentioned...
YoRHa-2B 19 October 2019 at 6:51 pm UTC
Then nevermind, it just happens because it's a 32-bit game and runs out of address space. Please mention such things in the future.

Try PROTON_FORCE_LARGE_ADDRESS_AWARE=1.


Last edited by YoRHa-2B on 19 October 2019 at 6:53 pm UTC
Comandante Ñoñardo 19 October 2019 at 7:20 pm UTC
YoRHa-2BThen nevermind, it just happens because it's a 32-bit game and runs out of address space. Please mention such things in the future.

Try PROTON_FORCE_LARGE_ADDRESS_AWARE=1.

It is enabled.
Avehicle7887 19 October 2019 at 7:51 pm UTC
Comandante Ñoñardo
YoRHa-2BThen nevermind, it just happens because it's a 32-bit game and runs out of address space. Please mention such things in the future.

Try PROTON_FORCE_LARGE_ADDRESS_AWARE=1.

It is enabled.

You can try to enable the large address aware flag by patching the game's exe directly. Tool here: https://github.com/randomstuff/pe-set-laa

Personally I don't use proton and patching the game's exe helped me with a lot of games.
YoRHa-2B 19 October 2019 at 8:32 pm UTC
Comandante ÑoñardoIt is enabled.
Then there's nothing you can do besides maybe trying wined3d. D9VK and DXVK do need more memory, this is a known problem with 32-bit apps.
Purple Library Guy 19 October 2019 at 8:54 pm UTC
YoRHa-2B
1xokWhat are the advantages of DX12 over Vulkan for developers? I can only think of the Xbox support.
Well, for starters, D3D12 works on all Windows 10 systems and has excellent driver support from all vendors.

Windows drivers shipping with Windows Update sometimes don't come with Vulkan support -> games straigt-up don't work. Driver quality is also way worse (AMD is pretty bad, Intel seems to be especially bad, only Nvidia is acceptable these days - and that also was a whole different story ~2 years ago).
On the other hand, for Windows systems that aren't Windows 10, I remember hearing that DX12 wasn't available at all. I believe that still represents quite a few dollars left on the table, although of course it's gradually shifting.
F.Ultra 19 October 2019 at 10:31 pm UTC
Purple Library Guy
YoRHa-2B
1xokWhat are the advantages of DX12 over Vulkan for developers? I can only think of the Xbox support.
Well, for starters, D3D12 works on all Windows 10 systems and has excellent driver support from all vendors.

Windows drivers shipping with Windows Update sometimes don't come with Vulkan support -> games straigt-up don't work. Driver quality is also way worse (AMD is pretty bad, Intel seems to be especially bad, only Nvidia is acceptable these days - and that also was a whole different story ~2 years ago).
On the other hand, for Windows systems that aren't Windows 10, I remember hearing that DX12 wasn't available at all. I believe that still represents quite a few dollars left on the table, although of course it's gradually shifting.

I think Xbox is the real driver behind DX12 since as you point out Windows 7 didn't support DX12 until very recently (and only for a selected few titles if I'm not mistaken). That and some devs/publishers are simply entrenched in the DX-camp (I once worked for a CEO that often bragged to potential customers how many Windows servers we had where the implication was that since Microsoft where a successful company then a company that uses their products is also be definition successful...)
Comandante Ñoñardo 20 October 2019 at 3:17 am UTC
YoRHa-2B
Comandante ÑoñardoIt is enabled.
Then there's nothing you can do besides maybe trying wined3d. D9VK and DXVK do need more memory, this is a known problem with 32-bit apps.

Well.. There are things I can do for to play this game:

*To sacrifice graphics quality for to get performance, removing the UHD textures pack and keep using D9VK, waiting for improvements in the memory usage...

*To Sacrifice performance, playing the game with Proton's default OpenGL for DX9 games, like you said.

Spoiler, click me
*Or to play this game with the maximum performance and graphics quality on my other machine with Windows 7, with Physx enabled.

At the end of the day, D9Vk and DXVK are tools in beta stage and I use Steamplay just for the sake of the Linux gaming experiment ..
sub 20 October 2019 at 9:09 am UTC
Thanks for the input, Philip.

YoRHa-2B
1xokWhat are the advantages of DX12 over Vulkan for developers? I can only think of the Xbox support.
Well, for starters, D3D12 works on all Windows 10 systems and has excellent driver support from all vendors.

Windows drivers shipping with Windows Update sometimes don't come with Vulkan support -> games straigt-up don't work. Driver quality is also way worse (AMD is pretty bad, Intel seems to be especially bad, only Nvidia is acceptable these days - and that also was a whole different story ~2 years ago).

Would you mind to elaborate a bit about AMD's Vulkan driver state on Windows?
What's so bad about it?

That's really sad to hear as AMD was actually initiating all the low-level API thing with Metal.

Edit: Plus, I thought making a good Vulkan driver is by far *much* easier than a good OpenGL one.


Last edited by sub on 20 October 2019 at 9:35 am UTC
YoRHa-2B 20 October 2019 at 11:03 am UTC
1xokWould you mind to elaborate a bit about AMD's Vulkan driver state on Windows?
What's so bad about it?
It's fairly buggy even compared to the open-source AMDVLK driver, which would indicate issues in the proprietary shader compiler.

It wouldn't be so bad if things were at least consistently broken, but they aren't. One driver update might randomly fix an issue, the next update might fix something else but break the very same thing they fixed in the earlier update. It's a rollercoaster, and honestly I just can't be arsed to report bugs against it.

AMD's Windows driver has been a broken mess ever since Navi launched anyway, with D3D9 being completely broken in some cases and other major issues, but that's a different story.


Last edited by YoRHa-2B on 20 October 2019 at 11:16 am UTC
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