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DXVK 2.4.1 Released With Many Improvements, More Robust Direct3D 8

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  • DXVK 2.4.1 Released With Many Improvements, More Robust Direct3D 8

    Phoronix: DXVK 2.4.1 Released With Many Improvements, More Robust Direct3D 8

    It's been nearly three months since the last DXVK release for this Direct3D 8 / 9 / 10 / 11 implementation built atop Vulkan for Steam Play (Proton) / Wine. That changed today with Philip Rebohle having just released DXVK 2.4.1...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Any idea if there's work on getting the older DX version supported directly via vulkan too?

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    • #3
      Originally posted by FireBurn View Post
      Any idea if there's work on getting the older DX version supported directly via vulkan too?
      wdym older, literally everything from this millennium is supported on DXVK(except D3D12 which is handled by VKD3D)

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      • #4
        Very nice release, and there are cool changes coming right after it as well
        First part of a massive rework. Not going to merge this until after 2.4.1, and this needs a lot of testing anyway, especially on Nvidia and in more memory-constrained scenarios. The problem Current...

        Part 2 of the large rework, builds on (and inclues) #4280. Things missing before this can be merged: Add back support for sparse buffers Add back support for imported buffers (11on12) D3D11_MAP...

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        • #5
          This dxvk version in my case run some newer games: memory usage and gpu usage remains similar


          2.4




          2.4.1




          in other things can run other newer titles





          ​​
          Last edited by pinguinpc; 26 September 2024, 08:14 AM.

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          • #6
            Originally posted by davidbepo View Post
            Very nice release, and there are cool changes coming right after it as well
            First part of a massive rework. Not going to merge this until after 2.4.1, and this needs a lot of testing anyway, especially on Nvidia and in more memory-constrained scenarios. The problem Current...

            https://github.com/doitsujin/dxvk/pull/4293
            This is interesting however doitsujin write this:

            First part of a massive rework. Not going to merge this until after 2.4.1, and this needs a lot of testing anyway, especially on Nvidia and in more memory-constrained scenarios.
            First part of a massive rework. Not going to merge this until after 2.4.1, and this needs a lot of testing anyway, especially on Nvidia and in more memory-constrained scenarios. The problem Current...


            And according dxvk actions: Rewrite memory allocator is merged after 2.4.1 like as doitsujin write

            Vulkan-based implementation of D3D8, 9, 10 and 11 for Linux / Wine - Workflow runs · doitsujin/dxvk




            rewrite memory allocator appear 1 hour after dxvk 2.4.1 release in actions

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            • #7
              huge work seems very active today in

              Vulkan-based implementation of D3D8, 9, 10 and 11 for Linux / Wine - Commits · doitsujin/dxvk


              Im very interested because doutsujin write this:

              Part 2 of the large rework, builds on (and inclues) #4280. Things missing before this can be merged: Add back support for sparse buffers Add back support for imported buffers (11on12) D3D11_MAP...


              Slightly higher memory usage again, but also 20% higher frame rate
              sadly this appear in next dxvk release

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              • #8
                Originally posted by FireBurn View Post
                Any idea if there's work on getting the older DX version supported directly via vulkan too?
                I don't know about Vulkan, but if you have a ancient game that isn't covered by DXVK for some reason, you might check out dgVooDoo2

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                • #9
                  Originally posted by davidbepo View Post

                  wdym older, literally everything from this millennium is supported on DXVK(except D3D12 which is handled by VKD3D)
                  I think they're referring to how the official Microsoft DirectX 8 was the threshold that broke stuff like the original Age of Empires (which wasn't "from this millennium") by screwing up 256-color DirectDraw palleting, and one of the fixes involves using a WineDDraw DLL on Windows instead.

                  (That and other stuff is why, when I'm too tired to fight with Wine, I just power on the HP thin client I upgraded the DoM in and turned into a tiny Windows 98SE PC. Even the Wyse thin client I turned into a tiny Windows XP machine pretending to be Windows 98SE doesn't handle that properly because XP shipped with DirectX 8.1.)
                  Last edited by ssokolow; 26 September 2024, 09:29 AM.

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                  • #10
                    Originally posted by Rccero
                    It doesn't seem so.

                    DVXK devs discarded the idea due to the amount of work it would require implementing and maintaining it... and it isn't a feature very requested, as there already are some wrappers (WineD3D, DGVoodoo2, DXGL). AlpyneDreams (the guy behind D8VK) studied the idea, but gave it up later for the same reason, too much work.

                    Maybe someone will one day start a DirectDraw/D3D7-to-Vulkan wrapper, but it won't happen soon, and it will probably be a independent project or fork from DVXK.




                    Not everything, there were some d3d7 games released in early 2000s, including some very iconic titles like The Sims, SimCity 4, Spider-Man (2001), Resident Evil 2 & 3, Tomb Raider 4 and 5...
                    i should have said all APIs from this millenium which is what i meant, fair enough

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