Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games as well as Elden Ring (PR #3625).This is needed for Train Simulator Classic ( #3445). Added stubs for various D3D9On12 interop interfaces.Note: This will only work with recent Proton builds. Implemented keyed mutex synchronization on top of newly added winevulkan functionality (PR #3601, PR #3635).Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler.Fixed various issues with reporting HDR metadata.Fixed a bug and performance issues with the implementation of D3D11 tiled resources.Fixed a minor issue with D3D11 stream output ( #3634).Fixed a minor issue with D3D9 feedback loop tracking.This may improve performance in games that frequently synchronize with the GPU. D3D9 command submission now works the same way as it does for D3D11, which will lead to more submissions but generally reduces resource readback latency.If VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format.This functionality is generally not used by games, but may be useful for applications such as level editors. If VK_EXT_line_rasterization and its relevant features are supported, smooth or rectangular lines will now be used if requested by the application.This fixes shadow rendering artifacts in various D3D9 games and is especially important on GPUs that do not support 24-bit depth formats. If VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations.Configuration options can now be specified via an environment variable, DXVK_CONFIG.Note: The old dxgi.nvapiHack option still works if dxgi.hideNvidiaGpu is not set, but will be removed in a future release.Īdditionally, the dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option, due to changes in the presentation logic. Refer to the example configuration for more details. XESS libraries in the future if necessary. This allows implementing more targeted application workarounds for issues with e.g. The dxgi.nvapiHack config option was deprecated, and a new option dxgi.hideNvidiaGpu with a slight change in behaviour was added instead, alongside similar options for AMD and Intel GPUs. Note: On Linux, this is currently only supported when running Gamescope with ENABLE_GAMESCOPE_WSI=1 set. Note: On some platforms and compositors, Vulkan present events may not correspond to the image actually being presented on screen, in which case frame latency is going to remain higher than expected.Īdditionally, if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain, which works around severe performance issues in games which change their present interval on a per-frame basis. This functionality is also used to more accurately report the number of frames actually presented via DXGI frame statistics. This may reduce input latency in some games, also affects the dxgi.maxFrameLatency and d3d9.maxFrameLatency options. Now, launch the game by double clicking on the game icon.If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented, rather than when rendering work prior to the present request has completed on the GPU. And then click on “Apply” and then click on “Okay”. ![]() Check the box next to “Run this program in compatibility mode for” and then select “Windows XP (Service Pack 2)” in the drop down menu.Right click on the game icon and click on properties.IMPORTANT: If your game is stuck in an endless loop when you launch it then try doing this:. ![]()
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