In order to reduce the likelihood of running out of address space in 32-bit D3D9 games, DXVK will now use memory-mapped files to store shadow copies of textures. D3D9 changes Memory management improvements Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work. In practice, any system capable of running D3D11 and D3D12 games using Proton Experimental right now will be able to run DXVK 2.0. Due to the significant changes required to make use of them, it was no longer practical to maintain and test code paths for older drivers which do not support these features. Many features in this release, especially the shader compilation changes detailed below, require the use of modern Vulkan features, such as Dynamic Rendering, Extended Dynamic State, and Null Descriptors. A Vulkan 1.3 capable driver and wine version are required to run this version of DXVK.
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