Software 42837 Published by

A new version of VKD3D-Proton, a fork of VKD3D that aims to integrate the entire Direct3D 12 API on top of Vulkan, has been released. 



vkd3d-proton Version 2.11

This release rolls up a bunch of features, perf improvements and bug fixes / workarounds as usual.

Features

DXR enabled by default

VKD3D_CONFIG=dxr is default now, and no longer needed.
There are some special cases where DXR is not enabled by default. The only such current example is
"Hellblade: Senua's Sacrifice" on Deck which force-enables DXR if it is supported, even on Deck.
New semantics are:

  • dxr: Force-enable DXR, even when it is considered unsafe
  • nodxr: Disable DXR
  • dxr11: Removed. dxr already implied DXR 1.1 anyway

Sampler feedback

This feature was the last feature required for FL 12.2 and is implemented through emulation.
As demonstrated in the  implementation docs, all
native implementations of this feature are fundamentally broken in some way.
There's also no known game that ships requiring this feature, so we just consider this a checkbox feature.

DX Ultimate (FL 12.2) now exposed by default

On RDNA2+ and Turing+ we can finally expose the DX Ultimate feature set!

Misc

  • Implement a bunch of missing "Vulkan-on-D3D12" features
    • IndependentFrontAndBackStencilRefMaskSupported
    • TriangleFanSupported
    • DynamicIndexBufferStripCutSupported
    • DynamicDepthBiasSupported
    • NonNormalizedCoordinateSamplersSupported
    • MismatchingOutputDimensionsSupported
    • PointSamplingAddressesNeverRoundUp
    • RasterizerDesc2Supported
      • Explicit line rasterization mode
    • NarrowQuadrilateralLinesSupported
    • AnisoFilterWithPointMipSupported
  • Implement missing MSAD instruction in DXIL, allowing FSR3 to run
  • Implement some esoteric DXR features
    • Implement support for multiple mismatching global root signatures in DXR
      • Fixes crash in Battlefield V
    • Implement support for LOCAL_ON_EXTERNAL dependencies in DXR
      • Fixes DXR in Warhammer: Darktide
  • Implement support for ExecuteIndirect + Mesh shaders with state changes
    • Currently unused by games

Performance

  • Improve performance of NV_device_generated_commands and NV_device_generated_commands_compute by
    reordering and batching command preprocessing
    • We have observed 15% FPS gains in Halo Infinite on RADV
    • 1-2% in Starfield in some test locations
    • Needs pending Mesa work to land to take advantage of this improvement
  • Tune memory allocation patterns for DGC preprocess buffers
    • Avoids a lot of allocation churn
    • Greatly reduces CPU overhead on NV

Workarounds

  • Work around RADV bug causing GPU hang in RE4: Separate Ways DLC
  • Work around RADV bug causing GPU hang in Lords of the Fallen
  • Work around Witcher 3 bug causing broken shadows and GPU hangs when enabling DXR
  • Work around Cyberpunk 2077 bug when RT is enabled, where game would cause spurious GPU hangs due to accessing descriptor heap out of bounds
  • Work around Windjammers 2 bug causing random crashes on startup
  • Add support for VK_EXT_image_compression_control to allow for more fine-grained workarounds for broken games running on RADV
  • Enable NV_device_generated_commands_compute on latest NV beta drivers
    • 545.x drivers are still disabled until a fix can be confirmed on shipping drivers
  • Remove CURB_MEMORY_PSO_CACHE workaround on Mesa 23.2+
    • Should reduce overhead in PSO creation

Fixes

  • Misc dxil-spirv changes to fix various bugs in game shaders as usual
  • Fix Jurassic World Evolution 2 crashing when enabling DXR
  • Fix some deprecation warnings in Meson build system
    • Some submodule locations moved, which may cause minor disruption


Release Version 2.11 · HansKristian-Work/vkd3d-proton