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Direct3D 8/9/10/11 to Vulkan translation layer DXVK 3.1 brings improvements for game launchers, older Frostbite engine and more

DXVK 3.1 is out now bringing more impressive upgrades for the Direct3D 8/9/10/11 to Vulkan translation layer that powers Valve’s Proton. Along with VKD3D-Proton – these projects are what enable tens of thousands of Windows games to work great on SteamOS / Linux systems.

As a reminder – you can upgrade the version of DXVK in Proton yourself if you really need some of the fixes right now – check out how in the GamingOnLinux guide.

See everything that’s included in the update below.

Key Features

  • DXGI incremental presentation
    • Added basic support for DXGI present parameters. This fixes UI rendering issues in VirtualDJ (#5853), and is also used by various game launchers, such as Ubisoft Connect.
    • If supported by the driver, VK_KHR_incremental_present is leveraged to forward dirty rectangles to Vulkan, which may reduce the amount of work the compositor has to do, but is not guaranteed to do so.
  • D3D11 buffer render targets
    • Implemented support for creating render target views on buffers directly. This is primarily used by various older Frostbite engine titles, including Battlefield 3 where it fixes a long-standing issue with clouds misrendering in some situations (#5857).
    • Note: This feature is emulated by creating a 1D texture internally. It is not meant to be performant.
  • Intel vendor extensions
    • Intel-specific extension libraries are now loaded when using an Intel GPU, which is a requirement for Proton to support Intel vendor extensions for D3D11 in the future. This will work similarly to AMDAGS and NVAPI extensions that are already supported.
  • Bug fixes and Improvements
    • Improved compatibility with some external overlays that hook specific DXGI entry points (PR #5846, PR #5851).
    • Render areas in render passes are more aggressively optimized to the actual rendered image region on tiling GPUs.
    • Fixed a D3D9 fog regression that broke rendering in Mabinogi, The Witcher 1 and potentially other games. (#5804, #5808).
    • Fixed a crash when applications try to compile shaders that can only work with D3D12.
    • Worked around a specific type of out-of-memory crash on Nvidia GPUs with descriptor heaps enabled. (#5855)
      Additionally, added dxvk.enableNvCudaInterop configuration option so users can explicitly disable VK_NVX_* extensions. This may be helpful for troubleshooting similar out-of-memory errors, but disables DLSS support.
    • Ghost Recon Breakpoint: Fixed an issue where pipeline state would not be set up properly for a specific shader.
      Also fixed an issue with water misrendering on Nvidia GPUs. (#5849, doitsujin/dxbc-spirv#92).
    • Mirrors Edge: Fixed some Vulkan validation errors. (#5826).
    • RaceRoom Racing Experience: Fixed an issue where the web-based UI wouldn’t render properly on Proton 11.

🌐 External Sources: GitHub – dxvk – v3.1
Article taken from GamingOnLinux.com.

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