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DXVK 2.4 Launched with D3D8 Compatibility, Improved Built-in WSI, and Additional Features

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DXVK 2.4 Unveiled with Compatibility for D3D8, Enhanced Internal WSI, and Additional Functions

The most recent iteration of DXVK, version 2.4, has been launched, bolstering this renowned Vulkan-powered interpretation layer for Direct3D 9, 10, 11, and now Direct3D 8 applications operating on Linux via Wine. Below are the latest features and improvements.

Main Changes in DXVK 2.4

Incorporation of D3D8 Compatibility: In a noteworthy development for fans of vintage gaming, DXVK now features D8VK, which integrates support for the older Direct3D 8 (D3D8) API. This amalgamation is primarily achieved through the existing D3D9 implementation, broadening the range of older games that can run on contemporary systems.

Enhancements in Native Window System Integration (WSI): The upgrade enhances dxvk-native by now accommodating multiple window system backends, which applications can select on-the-fly. Moreover, DXVK 2.4 guarantees correct Application Binary Interface versioning for native libraries, augmenting compatibility and robustness.

Simulation of Refresh Rates: A common dilemma in environments like Proton, where the display settings are fixed, is the mismatch between the game’s required refresh rate and the actual display rate. To combat this, DXVK now automatically activates the frame rate limiter in full-screen mode with vertical synchronization enabled.

This ensures that if a game surpasses the refresh rate, it will be capped to match the display’s capabilities. Such a feature is vital for sustaining smooth gameplay and overall system stability.

Rectification of Bugs and Enhancements for Specific Games: DXVK 2.4 also attends to numerous specific issues across various games. The fixes vary from texture handling in D3D9 to flickering problems in titles like Guild Wars 2, Prototype, Star Citizen, Ghostbusters Remastered, and others.

Significantly, adjustments have been made to better manage games on AMD hardware, where certain features previously led to crashes or rendering anomalies.

Improved Management of Memory and Resources: Memory usage has been refined through better descriptor pool management and potential utilization of VK_NV_descriptor_pool_overallocation where available. This is especially advantageous for games that generate scenes without directly displaying them, aiding performance in resource-restricted setups.

For a comprehensive overview of all alterations in DXVK 2.4, refer to the detailed changelog.

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