Difference between revisions of "DXVK"
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|developers = | |developers = | ||
{{Infobox game/row/developer|doitsujin}} | {{Infobox game/row/developer|doitsujin}} | ||
+ | {{Infobox game/row/developer|Joshua-Ashton}} | ||
+ | {{Infobox game/row/developer|K0bin}} | ||
{{Infobox game/row/developer|Community}} | {{Infobox game/row/developer|Community}} | ||
|release dates= | |release dates= | ||
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# Extract the appropriate DLL files from the archive based on the information retrieved in '''step 1''' to a temporary location. | # Extract the appropriate DLL files from the archive based on the information retrieved in '''step 1''' to a temporary location. | ||
#* '''Direct3D 9''' games requires the {{Code|d3d9.dll}} file. | #* '''Direct3D 9''' games requires the {{Code|d3d9.dll}} file. | ||
− | #* '''Direct3D 10''' games requires the {{Code|dxgi | + | #* '''Direct3D 10''' games requires the {{Code|dxgi.dll}}, {{Code|d3d11.dll}} and {{Code|d3d10core.dll}} files. |
#* '''Direct3D 11''' games requires the {{Code|dxgi.dll}} and {{Code|d3d11.dll}} files. | #* '''Direct3D 11''' games requires the {{Code|dxgi.dll}} and {{Code|d3d11.dll}} files. | ||
+ | {{ii}} Usually simply placing all dlls have no negative impact, but a few games may also detect other api level not in use when start. Games with multiple api level support may need both dlls in folder. | ||
# Move the DLL files to the same folder as the game executable; typically {{Code|{{p|game}}}} but might differ. | # Move the DLL files to the same folder as the game executable; typically {{Code|{{p|game}}}} but might differ. | ||
# Launch the game. DXVK should now automatically be used. | # Launch the game. DXVK should now automatically be used. | ||
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==Uninstallation== | ==Uninstallation== | ||
{{Fixbox|description=Remove the [[#Installation|installed DLL files]] from the game folder to uninstall DXVK.|fix=}} | {{Fixbox|description=Remove the [[#Installation|installed DLL files]] from the game folder to uninstall DXVK.|fix=}} | ||
+ | |||
+ | |||
+ | ==Performance== | ||
+ | For most games, DXVK provides 10-20% lower framerate comparing to native DirectX, as the translation costs more and DXVK cannot enhance GPU performance. | ||
+ | |||
+ | However, for some circumstances, you may get even higher framerate than native DirectX. This is due to framerate is limited by the weaker one in CPU and GPU, and DXVK have lower call overhead which reduce CPU usage. This is useful for those who have a weak CPU with powerful GPU for games need more CPU, especially for DX9 games that are usually singlethread rendering which have more CPU bottleneck. | ||
==Other information== | ==Other information== | ||
− | === | + | ===dxvk-async=== |
− | {{ii}} [https://github.com/Sporif/dxvk-async/releases/latest | + | {{ii}} [https://github.com/Sporif/dxvk-async/releases/latest dxvk-async] is a fork of DXVK that changes the compilation of pipelines (e.g. shaders etc) to be an asynchronous operation performed by a worker thread. This prevents the compile process from blocking the main thread which could otherwise cause noticable stutters in games. |
+ | {{--}} Not supported anymore by the developer since it was superseded by graphics pipeline libraries support.<ref>{{Refurl|url=https://github.com/Sporif/dxvk-async/issues/55#issuecomment-1277359423|title=the async patch partially breaks the dxvk-cache · Issue #55 · Sporif/dxvk-async|date=June 2023}}</ref> | ||
+ | |||
+ | ===dxvk-gplasync=== | ||
+ | {{ii}} [https://gitlab.com/Ph42oN/dxvk-gplasync/-/releases dxvk-gplasync] is a successor to dxvk-async that combines asynchronous compiling and pre-compiling of shaders. | ||
{{References}} | {{References}} |
Latest revision as of 03:10, 4 May 2024
Developers | |
---|---|
doitsujin | |
Joshua-Ashton | |
K0bin | |
Community | |
Release dates | |
Windows | January 14, 2018[Note 1] |
Key points
- Vulkan-based translation layer for Direct3D 9-11 games used by e.g. Proton to allow Windows games to run on Linux.
- Windows is not officially supported, though generally works, and may even improve performance compared to native.
General information
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Official website |
Installation
Instructions for Windows: |
---|
|
Uninstallation
Remove the installed DLL files from the game folder to uninstall DXVK. |
---|
Performance
For most games, DXVK provides 10-20% lower framerate comparing to native DirectX, as the translation costs more and DXVK cannot enhance GPU performance.
However, for some circumstances, you may get even higher framerate than native DirectX. This is due to framerate is limited by the weaker one in CPU and GPU, and DXVK have lower call overhead which reduce CPU usage. This is useful for those who have a weak CPU with powerful GPU for games need more CPU, especially for DX9 games that are usually singlethread rendering which have more CPU bottleneck.
Other information
dxvk-async
- dxvk-async is a fork of DXVK that changes the compilation of pipelines (e.g. shaders etc) to be an asynchronous operation performed by a worker thread. This prevents the compile process from blocking the main thread which could otherwise cause noticable stutters in games.
- Not supported anymore by the developer since it was superseded by graphics pipeline libraries support.[4]
dxvk-gplasync
- dxvk-gplasync is a successor to dxvk-async that combines asynchronous compiling and pre-compiling of shaders.
Notes
- ↑ It is... debatable... which release version we should use. Technically speaking v1.0 was released on February 25, 2019[1] but is otherwise not really different than any other releases that predates it and came after, ergo I opted to see the very first public release, v0.20,[2] as the 'official' release date.[3]
References
- ↑ GitHub - doitsujin/dxvk - Version 1.0 - last accessed on 2022-09-24
- ↑ GitHub - doitsujin/dxvk - Version 0.20 - last accessed on 2022-09-24
- ↑ Verified by User:Aemony on 2022-09-24
- ↑ the async patch partially breaks the dxvk-cache · Issue #55 · Sporif/dxvk-async - last accessed on June 2023