Latest Comments by mrdeathjr
D7VK 1.8 further improves retro Direct3D games on Linux
27 Apr 2026 at 12:41 pm UTC
27 Apr 2026 at 12:41 pm UTC
This d7vk version in my case work ok with mesa 26.2-dev
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Wine 11.7 released with DirectSound 7.1 support, VBScript improvements, MSXML updates
18 Apr 2026 at 11:31 am UTC Likes: 8
18 Apr 2026 at 11:31 am UTC Likes: 8
this wine version in my case work with mesa 26.2-dev
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D7VK version 1.7 brings even more retro Direct3D gaming to Linux
13 Apr 2026 at 11:23 am UTC Likes: 4
13 Apr 2026 at 11:23 am UTC Likes: 4
โThis d7vk version in my case still work with lastest mesa 26.1-dev (1.4.348)
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Wine 11.6 is an exciting release to make modding Windows games on Linux simpler
4 Apr 2026 at 10:24 pm UTC Likes: 8
4 Apr 2026 at 10:24 pm UTC Likes: 8
โThis wine version in my case up 500mb (4.7gb) compared 11.5 (4.2gb) compiled
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Story-driven action RPG The Expanse: Osiris Reborn gets a new trailer and release window
27 Mar 2026 at 8:28 am UTC Likes: 3
27 Mar 2026 at 8:28 am UTC Likes: 3
remember me alpha protocol
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Wine 11.5 released with support for Syscall User Dispatch on Linux
23 Mar 2026 at 12:02 pm UTC Likes: 2
23 Mar 2026 at 12:02 pm UTC Likes: 2
โThis wine version use more space than 11.4, 11.5 once stay compiled use 4.1gb (around 32400 files) meanwhile 11.4 use 3.5gb (around 30100 files) in my case
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D7VK version 1.6 gets improved vertex processing and VSync handling
23 Mar 2026 at 12:01 pm UTC Likes: 6
23 Mar 2026 at 12:01 pm UTC Likes: 6
โthis dxvk version in my case work with some old titles like this:
earthworm jim 3d
also this game need executable hex edit for fix font issue: in my case replace this value in hex E8 B3 0F 01 00 8B F4 6A FF for 66 90 89 E6 68 FF FF FF 00
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earthworm jim 3d
also this game need executable hex edit for fix font issue: in my case replace this value in hex E8 B3 0F 01 00 8B F4 6A FF for 66 90 89 E6 68 FF FF FF 00
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If you miss GPU-Z on Linux check out the new GPU-T
17 Mar 2026 at 12:27 pm UTC Likes: 3
17 Mar 2026 at 12:27 pm UTC Likes: 3
very interesting app
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D7VK version 1.5 brings Direct3D 3 support via Vulkan on Linux
12 Mar 2026 at 11:28 am UTC Likes: 12
12 Mar 2026 at 11:28 am UTC Likes: 12
โThis d7vk is very impressive with d3d3 titles and others in my case:
MotoRacer 2 DX3
StarWars Shadows of Empire DX5
Radeon ARK Demo DX7
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MotoRacer 2 DX3
StarWars Shadows of Empire DX5
Radeon ARK Demo DX7
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Wine 11.4 released with DirectSound and MSXML improvements
9 Mar 2026 at 11:16 pm UTC Likes: 1
in other related news d7vk update readme file with this (maybe next release stay closer) :
9 Mar 2026 at 11:16 pm UTC Likes: 1
Quoting: mr-victoryyeah in some texts talk about this issue affects ryzen because game dont detect mmx instruction (rare?)Quoting: mrdeathjrOpen <path-to-game>\rlmfc.dll in a hex editor.Replace with NOPs? It is so funny when it works imo
Go to offset 0x256ED.
Replace 83 E0 0F with 90 90 90.โ
in other related news d7vk update readme file with this (maybe next release stay closer) :
D7VK๐
A Vulkan-based translation layer for Direct3D 7, 6, 5 and 3 which allows running 3D applications on Linux using Wine. It uses DXVK's D3D9 backend as well as Wine's DDraw implementation (or the windows native DDraw) and acts as a proxy between the two, providing a minimal D3D7/6/5/3-on-D3D9 implementation.
Note that D3D retained-mode applications are not supported, since the project only aims to implement immediate-mode.
FAQ
Will D7VK work with every game out there?
Sadly, no. DDraw and older D3D is a land of highly cursed API interoperability, and applications that for one reason or another mix and match D3D7/6/5/3 with DDraw and/or with GDI are not expected to work properly in all cases. If games provide alternative renderers, based on Glide or OpenGL, I strongly recommend you use those, together with nGlide where applicable.
If you're wondering about the current state of a certain game, a good starting point would be checking the issue tracker.
Wait, what? There's D3D6/5/3 support in my D7VK! How did it get there?
After looking over the D3D6/5 SDK documentation, they turned out to be somewhat approachable, so I have implemented both. Thanks to CkNoSFeRaTU we also support D3D3, along with execute buffer driven rendering, and thus have achieved full D3D (immediate-mode) coverage of the DDraw world.
Mind you, support for D3D7 still remains the main goal of the project. From a features and general compatibility standpoint, expect D3D6/5/3 to fare somewhat worse than D3D7, because, as I've said before: the further we stray from D3D8/9, the further we stray from the divine.
Why not spin off a D6VK, a D5VK and a D3VK, or rename the project?
All APIs prior to D3D8 fall under the cursed umbrella of DDraw, so it makes absolutely no sense to split things up. As for any renaming, that won't happen, since the project's main focus remains unchanged.
What happened to D3D1, D3D2 and D3D4?
D3D1 never existed, because the first release of DirectX didn't include a 3D component. Direct3D was added in DirectX 2 and was left mostly unchanged in DirectX 3, so D3D3 and D3D2 are interchangable terms, with a mostly historical distinction. DirectX 4 was never released, and the prototyped D3D4 implementation was restructured into what ultimately became D3D5.
DLL dependencies
Listed below are the DLL requirements for using DXVK with any single API.
d3d7: ddraw.dll
d3d6: ddraw.dll
d3d5: ddraw.dll
d3d3: ddraw.dll
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