DXVK 1.0 released (Direct3D 11/10 Vulkan-based compatibility layer)

DXVK, The Vulkan-based translation layer for Direct3D 11 and 10 has reached version 1.0, and includes performance improvement patches and new setup scripts for many games.
DXVK allows Wine to run Direct 3D 11/10 3D games and applications on Linux. To use DXVK, you need Wine, Vulkan library and a GPU with Vulkan function.The latest DXVK 1.0 adds an option to display the current D3D function level In DXVK HUD. This is especially useful if you want to understand the feature set supported by a specific Direct3D 10 game. This is not particularly useful for D3D 11 games, because for almost all games, this will show 11_0. To view this information, export DXVK_HUD=api.

Moreover, in this version, two new Vulkan extensions (VK_EXT_memory_priority with VK_EXT_memory_budget)(If there is). These extensions improve the behavior under memory pressure and report the available VRAM to the application more accurately.
Other improvements in DXVK 1.0:

  • The device filter now matches substrings instead of the full device name, which may be helpful if the device name changes after updating the driver on RADV.
  • By generating better shader code, performance on RADV will be improved.
  • In some cases, CPU overhead has improved slightly.
  • The frame time consistency on Nvidia may be improved in some games.
  • The state cache directory will now be created (if it does not already exist).

DXVK 1.0 also comes with improvements and fixes for the game, including:

  • Resident Evil 2: New d3d11.relaxedBarriers This option can increase performance by up to 10% when GPU is limited. Enabling this option may cause problems for other games, so please be careful when using it.
  • Overwatch: Use new code to implement proper fixes for shadow issues VK_EXT_depth_clip_enable extension. If this function is not available, DXVK will revert to the previous behavior.
  • Far Cry 3/4 / Blood Dragon: Fixed lighting artifacts around buildings on some GPUs.
  • Far Cry: Fixed a weird rendering issue that may occur on some systems.
  • Final Fantasy XIV: A solution has been added to solve the problem of zero division that causes artifacts.
  • Heroes of the Storm: Fixed lighting issues with certain objects.
  • Monster Hunter World: Fixed an invalid SPIR-V shader that caused the Nvidia 418.43 driver to crash.

Finally, replace the winetricks verb with a new Bash setup script to overcome some limitations. Therefore, the Wine DXGI implementation can be used instead of the implementation provided by DXVK by simply omitting the DLL override. This can be done by running setup-dxvk.sh install --without-dxgi When installing DXVK into the Wine prefix.
The advantage of this is that you can use Wine’s vkd3d for D3D12 games and DXVK for D3D11 games.
In addition, the new installation script can install DXVK dll as a symbolic link, making it easier to update DXVK for multiple Wine prefixes (using --symlink).
To download the latest DXVK, go to GitHub, Where you will find the binary file as well as the source file. However, for most users, use Rutris It is much easier to play games using Wine and DXVK. For a quick start guide to Lutris, take a look: How to use Lutris to play Windows games on Linux.
To use DXVK 1.0 with Lutris, select a game, right-click it and select Configure, Go to Runner options Label and select 1.0 For DXVK version.

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