DXVK 1.5 was released today, and starting with this version, D9VK is now part of DXVK. The new version also brings HUD improvements and bug fixes.
DXVK is a Direct3D conversion layer based on Vulkan. Prior to this version, D3D11 and D3D10 have been supported. However, with the merger of D9VK, DXVK now has the function of directly supporting Direct3D 9 (D3D9). This means that DXVK now allows running 3D applications and games (through Wine) that use Direct3D 9 directly, without having to use D9VK alone.
DXVK 1.5 brings some D9VK corrections on top of the latest D9VK 0.40.1 version, such as some fixes for memory and resource leaks in the status block, deletions and device resets, and some drivers on Dark Dark Souls Fix for the black screen issue of the program: prepare for dead edition.
|Complete DXVK 1.5 HUD displays various information in Overwatch|
HUD has also made some improvements in this version:
- Improved the overall appearance of the HUD and fixed some issues with incorrectly placed glyphs.
- Memory allocation statistics now show the amount of memory allocated per Vulkan memory heap, which can distinguish between video memory and system memory allocation.
- Fixed an issue where drawing calls and queue submission statistics would be updated before the current frame has finished processing, resulting in incorrect numbers.
- Drawing calls and queue submission statistics are now updated every 0.5 seconds to improve readability.
Finally, DXVK 1.5 also includes bug fixes and improvements to games like Atelier Ryza, Crysis 3, Fifa 19, Halo MCC, and Star Citizen.
You can download DXVK from GitHub and provide pre-compiled binaries on its release page, but it’s easier to run Windows games on Linux with Lutris (most users will probably use it) and just set the DXVK version to use ie can. From this application. You can read more about Lutris and DXVK here. If you are not familiar with Lutris, please refer to this quick start guide.