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Philip Rebohle has announced the release of version 2.3.1 of DXVK. The new version will make use of extensions for VK_NV_raw_access_chains in order to enhance shader code generation on Nvidia GPUs. The goal of this update is to bring the performance of D3D11 games closer to that of Windows drivers in situations where the GPU is the only available option. For the time being, the extension is only supported on Vulkan beta drivers, and it is necessary to have Proton Experimental installed. Some of the games that have had their bugs fixed and improvements made include Shank 2, Flammable Freddy, and Blood Rayne. Other games that have had their problems fixed include invalid SPIR-V generation, undefined behavior, and HDR not being enabled.



Release Version 2.3.1 · doitsujin/dxvk

If supported by the driver, DXVK will now use the VK_NV_raw_access_chains extensions to allow more efficient shader code generation on specifically on Nvidia GPUs. This is intended to close the gap to Windows performance drivers specifically in D3D11 games in GPU-bound scenarios, but not all games will see an improvement.

Note: This extension is currently only supported on Vulkan beta drivers, version 550.40.55 or later, and currently requires Proton Experimental.

Bug fixes and Improvements

  • Fixed invalid SPIR-V being generated for Renderdoc internal D3D11 shaders.
  • Fixed undefined behaviour with out-of-bounds constant buffer loads with dynamic indices.
  • Fixed HDR not being enabled for DXGI_FORMAT_R16G16B16A16_FLOAT swap chains.
  • Reworked the dxgi.syncInterval option to also apply to D3D12 games.
  • Reverted the use of VK_FORMAT_A8_UNORM due to rendering issues in some games.
  • D3D9 games will now set the VkApplicationInfo::applicationVersion field to 1.
  • Reworked how dynamic system memory buffers are copied to the GPU in D3D9 games. (PR  #3765)
    This improves performance in games such as Shank 2 ( #3755), Flammable Freddy ( #2375) and Blood Rayne ( #1828).
  • Only enable alpha to coverage when rendering to a multisampled render target in D3D9. ( #3815)
    This fixes broken lighting in Flatout 3 ( #3798) and incorrect dithering in Injustice: Gods Among Us. ( #3617)
  • Ace Combat Assault Horizon: Fixed GPU hang on RADV. ( #3715, PR  #3716)
  • Assassin's Creed 2: Fixed crash on alt tab. ( #3653, PR  #3763)
  • Battlefield 2Battlefield 2142: Fixed disappearing spawn and gear selection UI on alt tab. ( #3651, PR  #3797)
  • Battlestations Midway: Improved performance. (PR  #3683)
  • Codename Panzers Phase One/Two: Improved performance. (PR  #3812)
  • Dead Space (2008): Fixed diagonally sliced menu on RADV. ( Mesa Issue 9126, PR  #3764)
  • Granblue Fantasy Relink: Work around a game bug that would cause broken rendering with AMDAGS enabled.
    Also enabled the dxvk.ignoreGraphicsBarriers option to increase performance in case neither NVAPI nor AGS are loaded.
  • Gujian 2: Fix invisible geometry. ( #3838, PR  #3839)
  • Kenshi: Improved performance (PR  #3776)
  • MySims: Fix mouse selection being off. ( #3825, PR  #3840)
  • Operation Flashpoint: Red River: Fix missing main menu UI elements. ( #2184, PR  #3852)
  • SkyDrift: Work around OOM crash on alt tab. ( #3639, PR  #3689)
  • Sonic CD: Limit to 60 FPS because game speed is tied to the frame rate. (PR  #3771)
  • Supreme Ruler Ultimate: Work around game bug causing a freeze on alt tab ( #3784, PR  #3816)
  • Tales from the Borderlands: Fixed crash. (PR  #3664)
  • The Settlers: Fixed crash. (PR  #3734)
  • Total War: Medieval 2: Fix black loading screen in windowed mode. ( #3724, PR  #3843)
  • UK Train Simulator 1: Fix black foliage. ( #3780, PR  #3782)
  • War Thunder: Fix particle effects not rendering properly.

Release Version 2.3.1 · doitsujin/dxvk