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DXVK [GitHub], the awesome Vulkan-based D3D11 and D3D10 implementation that's used in Wine and Steam Play's Proton has just put out version 0.90 after the latest release of the Vulkan API.

As mentioned in the weekend roundup (typical of this to happen just after…), the Vulkan API now has the VK_EXT_transform_feedback extension supported. This does require you to update your GPU drivers. To quote my own article since it's important and I don't want people to miss it:

NVIDIA have already pushed out 396.54.09 of their beta Vulkan driver to support it, along with AMD's RADV for Mesa getting a bunch of patches for it and Intel's ANV driver also getting patches.

The biggest addition in DXVK 0.90 is support for Stream Output, which fixes rendering issues in a lot of games when run in Wine with DXVK. Here's what the developer said:

Implemented Stream Output (#695#135). This fixes rendering issues in a lot of games, most notably missing characters or NPCs in Unity Engine-based games and The Witcher 3, Nvidia Hairworks in The Witcher 3 and Final Fantasy XV, as well as issues in Quake Champions, Overwatch, and other games.

As for bug fixes and improvements, here's what made it in:

  • Assassin's Creed Odyssey: Slight reduction of CPU overhead
  • Bioshock: Fixed race condition in D3D10 mode (#655)
  • Dark Souls 3: Fixed bug causing resolution changes not to be applied correctly
  • The Evil Within: Fixed regression causing random geometry to be rendered

Really amazing progress as always, can't wait to see this included in Steam Play seems like it's going to be quite a difference. It doesn't seem like there's much left for DXVK to do, although there's no doubt small performance improvements could still be made with enough time.

Article taken from GamingOnLinux.com.
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43 comments
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Shmerl 14 October 2018 at 2:14 am UTC
Hm, it doesn't show up in the Wine run though. I guess something is still missing.
Shmerl 14 October 2018 at 4:06 am UTC
Wine patch (closer to upstream): https://github.com/doitsujin/dxvk/files/2475485/winevulkan-transform-feedback.patch.txt

Result (rotfiends are working in TW3):

image


Last edited by Shmerl at 14 October 2018 at 4:44 am UTC
elmapul 14 October 2018 at 4:42 am UTC
Avehicle7887
elmapul"Nvidia Hairworks in The Witcher 3 and Final Fantasy XV,"
so, hair works is finally working?

In Witcher 3 it surely works, looks rather nice I must say as well, except it killed my fps by 10-15 :p

I just spent over an hour in Vikings, Stream Output works like a charm

whats your rig?
C_Monk3y 14 October 2018 at 6:17 am UTC
ShmerlWine patch (closer to upstream): https://github.com/doitsujin/dxvk/files/2475485/winevulkan-transform-feedback.patch.txt

Result (rotfiends are working in TW3):

image
That min FPS number and most stuttering can be avoided with pba patch. I'm surprised that it's now part of upstream wine already.
Shmerl 14 October 2018 at 6:40 am UTC
C_Monk3yThat min FPS number and most stuttering can be avoided with pba patch. I'm surprised that it's now part of upstream wine already.

PBA shouldn't be relevant for it, it's for wined3d.
Sil_el_mot 14 October 2018 at 8:48 am UTC
Yeah! Now i only have to wait till this get implemented in Proton, and than i can finally play a whole bunch of vr-games under linux. like gorn, holopoint, budget cuts.... dreams really come true!
YoRHa-2B 14 October 2018 at 9:18 am UTC
Sil_el_motNow i only have to wait till this get implemented in Proton
It already is implemented in Proton (just based on a DXVK build that is three days old).
Blauer_Hunger 14 October 2018 at 10:27 am UTC
DXVK is really impressive. What are the next milestones? I'd really like to see compatibility with vkd3d and implementations of the other D3D versions in wine by using a common dxgi.dll
YoRHa-2B 14 October 2018 at 10:37 am UTC
Blauer_HungerI'd really like to see compatibility with vkd3d and implementations of the other D3D versions in wine by using a common dxgi.dll
I'm already working on hacking vkd3d support into dxvk somehow. It's not an ideal solution, but it should work since vkd3d doesn't interact with DXGI all that much.

A "common" dxgi.dll to host all of vkd3d, dxvk, and wined3d is just impossible to achieve. DXGI is not designed to allow that, and there are significant drawbacks: vkd3d doesn't even implement proper device selection, and with the current state of Wine's DXGI, it just can't.

DXVK can be refactored to kind of work with wine's dxgi provided that wine implements a DXVK-compatible swap chain, but we'd lose a number of things (device selection like vkd3d, some game compatibility hacks which cannot be fixed otherwise, probably the HUD, and all that stuff).

At the same time, DXVK can't ever support wined3d because d3d11 and d3d10 are tightly coupled to their respective DXGI implementation.


Last edited by YoRHa-2B at 14 October 2018 at 10:41 am UTC
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