Documentation is very poor and it's not clear how an implementation is supposed to behave. API features that are currently not supported include: Currently, only basic 2D texture sharing between D3D9 and D3D11 is supported when using DXVK for both APIs. This feature is still experimental and has not been thoroughly tested on all graphics drivers, so issues are to be expected. This feature will not be supported on Windows systems. The required wine patches are currently only available in Proton Experimental. This fixes video playback in a number of Koei Tecmo games (Atelier series, Nioh 2), as well as the D3D11-based UI in the Windows version of Black Mesa. Implemented initial support for shared resources (PR #2516). Star Wars: The Old Republic: Fixed rendering issues ( #2676, PR #2681).Star Wars: The Force Unleashed II: Fixed some particle effects not rencering correctly (PR #2584).Supreme Commander: Fixed missing particle effects ( #2638, PR #2682, PR #2684).SpellForce Platinum Edition: Fixed crash ( #2710, PR #2711).Sonic Adventure 2: Fixed missing particle effects ( #2672, PR #2677).Small Radios Big Televisions: Work around black screen issue (PR #2646).Scrapland Remastered: Work around black screen issues ( #2398, PR #2574).Return of Reckoning: Work around launcher issues ( #2568, PR #2579).Zombies Garden Warfare 2: Work around crash when the game detects an AMD GPU (PR #2700) Planetary Annihilation: TITANS: Fixed crash when creating swap chain on a NULL window (PR #2665), as well as a crash due to creating too many internal worker threads ( #2670).Onechanbara Z2: Chaos: Fixed particle effects and UI elements not displaying properly ( #2701).Myst V: Work around an issue when the word "Radeon" is not part of the device name on AMD GPUs ( #2661).Majesty 2: Work around game bugs causing issues on integrated GPUs and systems with more than 2GB of VRAM ( #1542, #PR 2612).Limbo: Enable 60 FPS limit to work around game bugs (PR #2566).Godfather: Fixed crash on systems that don't support 16x MSAA ( #2590).Dirt Rally: Fixed potential GPU hang due to game bugs in a shader.Dead Space: Fixed shadow rendering and added 60 FPS lock to work around game bugs ( #2704).Day Z: Enabled d3d11.cachedDynamicResources option to work around performance issues (PR #2709).Beyond Good and Evil: Work around missing light shafts ( #2680).Optimized performance of in-memory compression for SPIR-V shader code.Optimized UAV clears in D3D11 to allow drivers to use image compression more frequently.Fixed potential issues when using state caches that were created on a driver with a different feature set.Fixed an issue where the d3d11.samplerAnisotropy option would apply to the wrong kind of samplers. Fixed an issue where incorrect barriers would be emitted for UAV rendering (PR #2696).Fixed an issue which would cause the state cache file to not be written properly.FIxed an issue with current versions of the Nvidia Vulkan developer driver not using its on-disk shader cache with DXVK.Implemented non-seamless cube maps for D3D9 using the VK_EXT_non_seamless_cube_map extension if supported by the driver.
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