
Sample rate shadingįor older games that support MSAA, the d3d9.forceSampleRateShading and d3d11.forceSampleRateShading options were added to let users enable sample rate shading for all shaders. Note that the implementation is not yet complete and does not support shader caching at this time, but it should generally work with DXVK. Note: Current development builds of RADV will expose VK_EXT_graphics_pipeline_library with the features that DXVK needs if the RADV_PERFTEST=gpl environment variable is set.
#Playonmac portia dxvk driver
Additionally, more features of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter in some situations when MSAA is used, provided that the Vulkan driver supports them. Use of pipeline libraries was extended to pipelines with tessellation or geometry shaders in order to further reduce stutter.
#Playonmac portia dxvk drivers
Additionally, only Nvidia drivers are expected to work on Windows. Note: D3D11 support is implemented, but not expected to work in most games as they typically require AMDAGS or NVAPI to set up HDR output, rather than using the corresponding DXGI APIs. This is currently only supported under AMDGPU and requires kernel patches from the josh-hdr-colorimetry branch. In order to use this on Linux, a Gamescope session with -hdr-enabled is required. No major Linux desktop environment currently supports HDR. When using vkd3d-proton 2.8 or newer, this will allow D3D12 games to detect and use the HDR10 color space if they support it. On systems supporting HDR10 color spaces, HDR can now be enabled by setting the environment variable DXVK_HDR=1, or by setting the option dxgi.enableHDR = True in the configuration file. Warhammer 40k: Space Marine: Fixed shadow rendering ( #3298, PR #3305).Halo: The Master Chief Collection: Fixed memory leak due to invalid query usage by the game (PR #3273).Far Cry 2: Work around rendering issues on Intel hardware, as well as low performance on all GPUs.DC Universe Online: Fixed a hang after alt-tabbing out and back in.Dawn of Magic 2: Fixed a crash upon start ( #3271, PR #3272).Cold Fear: Fixed missing geometry ( #3293, PR #3390).

Battle Fantasia Revised Edition: Locked frame rate to 60 FPS to work around game bugs at higher frame rates.Significantly reduced memory usage in situations where games create unused D3D11 devices.This fixes performance issues with recent RE Engine games (D3D12) on such systems. Improved enumeration of DXGI outputs on systems with multiple GPUs.Improved usage of some VK_EXT_extended_dynamic_state3 features to avoid hitting slow paths on some drivers.This fixes Total War: Shogun 2 running out of address space when using the D3D9 renderer. D3D9 StateBlocks now only allocate memory for the parts that are actually used.Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9.Fixed Vulkan validation errors caused by incorrect layout tracking when enabling feedback loops for a texture.Fixed an issue wherein threads were not properly destroyed.

This fixes in-game videos in Jade Empire ( #3182) and Sid Meier's Pirates ( #3189) (PR #3342)


#Playonmac portia dxvk full
When filing bug reports, users are encouraged to upload the full Proton log. Note that log file creation can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path. When running on Proton or plain Wine, DXVK will no longer create log files by default and instead only write log messages to the console using wine-specific functionality, in order to avoid creating unnecessary extra files. It will however come with a noticable performance hit.Īdditionally, overall behaviour of D3D9 swap chains was improved and the d3d9.noExplicitFrontBuffer option was removed. This improves compatibility with game launchers, particularly those based on Microsoft's WPF toolkit, and some visual novels. D3D9 Partial PresentationĭXVK now supports presenting to parts of a window by copying the contents of the backbuffer to system memory and then drawing them into the window on the CPU. This is achieved by importing the Vulkan device and resource handles from vkd3d-proton into DXVK, and otherwise uses DXVK's existing D3D11 implementation.Ī vkd3d-proton build as of 26c4fed or later is required for this to work. In order to enable D3D12 support in recent Unity Engine titles such as Lego Builder's Journey, this release introduces support for creating D3D11 devices from a D3D12 device using D3D11On12CreateDevice, as well as the basic ID3D11On12Device interface.
