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Developer Philip Rebohle has given the gift of code this weekend, with a new release of DXVK now officially available.

DXVK 1.3.1 comes just over a week after the last release, as DXVK 1.3 had a regression that needed sorting. Anyway, in this new release there's various logging improvements, which includes the device capabilities supported by the driver and user by the game being logged in addition to supported Vulkan extensions. There's also now a GPU load monitor which you can enable on the HUD with "DXVK_HUD=gpuload", however, this can be innaccurate if CPU load is very high.

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

  • Fixed a regression introduced in DXVK 1.3 which could potentially cause rendering glitches and illegal Vulkan API usage. Affected games include SpellForce 3 and Sekiro: Shadows Die Twice, and potentially others.
  • Tweaked memory allocation behaviour in an attempt to mitigate memory allocation issues on Nvidia (#1100), and to waste slightly less virtual address space for 32-bit applications.
  • If "VK_EXT_shader_viewport_index_layer" is supported, DXVK will no longer use geometry shaders for certain operations. This is mostly useful to improve MoltenVK compatibility.
  • Fixed incorrect clear behaviour for images with integer formats, as well as various minor issues that are not known to affect any game.
  • EVE Online: Fixed a performance regression introduced in DXVK 1.2 (#1131)
  • Final Fantasy XIV: Slightly improved performance on the RADV driver if "VK_EXT_shader_stencil_export" is supported.

See the full release notes here.

New to Linux and gaming? DXVK when used with Wine, can help running Windows games on Linux and have them perform a lot better than just using standard Wine. DXVK is also part of Steam Play. You can also easily use DXVK and Wine together in the game manager Lutris, to make things easy.

Article taken from GamingOnLinux.com.
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Rugaliz 21 July 2019 at 10:22 am UTC
QuoteTweaked memory allocation behaviour in an attempt to mitigate memory allocation issues on Nvidia (#1100), and to waste slightly less virtual address space for 32-bit applications.

This one is a big issue. I can't play bloodstained as it keeps crashing.
Rugaliz 21 July 2019 at 10:59 am UTC
Rugaliz
QuoteTweaked memory allocation behaviour in an attempt to mitigate memory allocation issues on Nvidia (#1100), and to waste slightly less virtual address space for 32-bit applications.

This one is a big issue. I can't play bloodstained as it keeps crashing.
Slight improvement but still crashing after a while...
Avehicle7887 21 July 2019 at 11:35 am UTC
Is Bloodstained a 32bit game? That would be surprising considering it's a modern title.

EDIT: Just found out it's 64bit.

More interestingly this youtuber seems to run it without issues on a GT730: https://www.youtube.com/watch?v=wwEFbmZHOrw


Last edited by Avehicle7887 at 21 July 2019 at 11:56 am UTC
1xok 21 July 2019 at 11:58 am UTC
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QuoteIf VK_EXT_shader_viewport_index_layer is supported, DXVK will no longer use geometry shaders for certain operations. This is mostly useful to improve MoltenVK compatibility.

Should Valve succeed in making Proton also available for MacOS under Steam, then the techniques involved will become de facto standards and DXVK will become a DX implementation that the developers will keep in mind.

We penguins have benefited in the past from MacOS and its wider distribution, because many ports were created piggyback on the MacOS port. Unfortunately Apple has terminated this native partnership with Metal. Maybe Valve will bring it back.
Rugaliz 21 July 2019 at 1:37 pm UTC
Avehicle7887Is Bloodstained a 32bit game? That would be surprising considering it's a modern title.

EDIT: Just found out it's 64bit.

More interestingly this youtuber seems to run it without issues on a GT730: https://www.youtube.com/watch?v=wwEFbmZHOrw

The beginning section with the ship also worked fine. The crashes only really started after getting to the first hub.
YoRHa-2B 21 July 2019 at 7:03 pm UTC
The Nvidia memory issue is somewhat setup-specific (and definitely not something that can be fixed in DXVK, all I'm really doing is try to make it a bit less bad).

It's an extremely tricky issue since neither me nor the Nvidia folks are able to consistently reproduce it to get valuable debugging info.

Edit: Also, why are some people still on the 390 drivers? That's really outdated at this point and it's a miracle the game runs on that thing.


Last edited by YoRHa-2B at 21 July 2019 at 7:05 pm UTC
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