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DXVK for Direct3D 11 over Vulkan in Wine has a new 0.60 release

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Summer heat got you parched? Why not wet your whistle with some Wine as DXVK has a fresh release out today.

A Vulkan-based compatibility layer for Direct3D 11 which allows running 3D applications on Linux using Wine.

DXVK 0.60 is a pretty major release, one which bumps up the recommended driver versions to 396.24.02 for NVIDIA and Mesa 18.1.2 for AMD. It also bumps up the required Wine version to Wine 3.10, requires the "VK_EXT_vertex_attribute_divisor" extension and removes workarounds for the Nvidia 390.xx driver series.

As for fixes and improvements, here's what's new:

  • Initial support for 64-bit floating point instructions 
  • Improved context flush behaviour for games which use queries incorrectly
  • Frostpunk: Fixed severe performance degradation caused by inefficient query usage by the game
  • Optimized use of Vulkan pipeline barriers, leading to higher GPU throughput in some games
  • Optimized use of Vulkan descriptor sets, significantly reducing CPU overhead in some games
  • Final Fantasy XV: Fixed flickering geometry issue
  • Fixed synchronization issues with UAV rendering
  • Fixed rare issue causing DXVK to use incorrect image layouts for render targets
  • Timestamp queries now return the correct GPU timer frequency

Full details on GitHub here

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52 comments
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Corben 22 June 2018 at 10:07 am UTC
Awesome progress. The pace of the development of this piece of software is impressive.

Will this be integrated into wine directly like vkd3d?

I guess there is still a risk getting banned when using dxvk in multiplayer games as it replaces some dlls? That's the reason why I haven't tried it yet myself. Would love to try Elite: Dangerous with this on Linux, but I don't want to risk my account.

edit: a note about the nVidia driver 396.24.02, it causes white screens with Unreal Engine 4 games, e.g. with Everspace or RUINER. see here


Last edited by Corben at 22 June 2018 at 10:12 am UTC
Whitewolfe80 22 June 2018 at 10:16 am UTC
Damn witcher 3 is almost completely playable now, thats amazing and also a little worrying that devs are seeing this progress and just saying yup we dont even need to port it we can release a wine wrapper or just not bother and the community and the wine & dxvk teams will make it playable for those guys and ms will continue to rake in the licence fees for dx12.
ajgp 22 June 2018 at 10:42 am UTC
CorbenWill this be integrated into wine directly like vkd3d?

No I dont think this will be integrated directly into WINE as the WINE Devs have a strict policy on all patches being in 'C' language or somesuch, and DXVK doesnt meet that.


Whitewolfe80Damn witcher 3 is almost completely playable now, thats amazing and also a little worrying that devs are seeing this progress and just saying yup we dont even need to port it we can release a wine wrapper or just not bother and the community and the wine & dxvk teams will make it playable for those guys and ms will continue to rake in the licence fees for dx12.

Im waiting for a fix to the stream output issue; I know either Vulkan needs to implement the feature, or a workaround needs to be built into DXVK for the witcher 3 (though then how many more workarounds will people want for their pet game!)

As for DX12 licenses, isnt DXVK between DX11 & VK not DX12?
Arehandoro 22 June 2018 at 10:48 am UTC
QuoteFinal Fantasy XV: Fixed flickering geometry issue

Wait, does that mean Final Fantasy XV is playable with dxvk already?
YoRHa-2B 22 June 2018 at 10:58 am UTC
@Arehandoro it (sort of) is if you're either on Windows or using the dev build that Square themselves leaked some time ago, but the Steam version doesn't run on wine due to DRM issues. Screenshot


Last edited by YoRHa-2B at 22 June 2018 at 11:07 am UTC. Edited 2 times.
silmeth 22 June 2018 at 11:05 am UTC
ajgpIm waiting for a fix to the stream output issue; I know either Vulkan needs to implement the feature, or a workaround needs to be built into DXVK for the witcher 3 (though then how many more workarounds will people want for their pet game!)

They could either:
  • look at how The Witcher 3 uses stream output and hack around it (implement a probably-fast half-baked stream output working for The Witcher) – that could work fast (depending on how actually the game uses this feature, what stream output guarantees do they actually rely upon) and that would require additional hacks around this feature for every other game that uses stream output,
  • implement complete stream output by themselves using only the current Vulkan features – this would make The Witcher 3 work as expected, as every other stream-output-using game; but as Vulkan offers no features similar to stream output with similar guarantees, they would need to come up with some clever implementation that potentially might give huge performance hit at the end – so everything would work correctly, but painfully slowly; this is AFAIK basically the same what wined3d does to some D3D features not present in OpenGL,
  • wait for Vulkan to add its own stream output (or rather transform feedback, as that’s what OpenGL calls it) API and wrap D3D11’s one in this hypothetical new Vulkan one – then again all games would work, and it should be fast, since Vulkan drivers would implement this probably the same way it’s implemented in Windows D3D11 drivers.

The take from it is – there should not be many more workarounds for other games needed anyway – except for the first path which is IMO the worst of them all. In the two latter cases, they would just properly implement the D3D API, and every game using it should just work OK. The only problem is right now Vulkan does not provide any means to implement stream output in a full complete way that would also be performant – so one needs to either make it slow and hacky, or wait for some future Vulkan extensions.

And as some games might not rely on all guarantees provided by the APIs (eg. might not care about the order of vertices handled in a shader), it might be possible to take the first route – and actually hack something efficient around the game, but that will not be a correct D3D implementation.


Last edited by silmeth at 24 June 2018 at 7:30 pm UTC. Edited 3 times.
nox 22 June 2018 at 11:06 am UTC
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Mesa git + Wine 3.10 + DXVK runs WoW extremely well now. I can almost put everything to max and consider it playable. The exception is anti-aliasing. Some of the modes makes the game a bit too choppy.
lejimster 22 June 2018 at 11:33 am UTC
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Fantastic. I can now play GTA V since the hang bug was fixed in mesa 18.1. Runs really well on my system, 60-120fps @ 1440p. I would love to provide apitraces for some non-functioning games I own. But I haven't had any success using that tool so far.
Mohandevir 22 June 2018 at 12:23 pm UTC
Whitewolfe80Damn witcher 3 is almost completely playable now, thats amazing and also a little worrying that devs are seeing this progress and just saying yup we dont even need to port it we can release a wine wrapper or just not bother and the community and the wine & dxvk teams will make it playable for those guys and ms will continue to rake in the licence fees for dx12.

Looking at it the other way... If (and there is a lot of them), as an example, GoG decides to use DXVK + Wine, wraps The Witcher 3 with home made hacks, get good performances out of it and put it's official support stamp on it... Is it that bad? As long as there is an entity in charge of maintaining the build, just like Feral does, personnally, I'm fine with that.
TheSHEEEP 22 June 2018 at 12:45 pm UTC
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396.24.02 for NVIDIA?
Oof... the one currently in the packages is 390.48.
Trying to install more recent drivers from NVidias website has always resulted in completely messing up the graphics drivers - aka nothing works anymore until you repair the X configuration files, etc. Extremely bothersome, so I've stopped using anything that's not in the official packages.


Last edited by TheSHEEEP at 22 June 2018 at 12:46 pm UTC
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