Wine Reviews has release information and reviews of Windows applications and games running on Linux macOS and ChromeOS using Wine from Winehq.org Proton Lutris Q4Wine PlayOnLinux PlayOnMac WineBottler WineSkin WineTricks and Wine-Staging.
Valve has just published Proton 7.0-6 as the newest version of this
Wine-based software that powers Steam Play for running Windows games on
Linux. Proton 7.0-6 had been available in testing and release candidate
form since the end of last year while now has been promoted to stable.
With Proton 7.0-6 comes more Windows games that are playable under
Linux. The newly-supported titles include Gotham Knights, UNCHARTED:
Legacy of Thieves Collection, Heroes of the Dark, Super Arcade Racing,
Crazy Machines 3, King under the Mountain, NinNinDays2, and Mahjong
Ladies.
Proton 7.0-6 also fixes an Ubisoft Connect launcher failure, fixing a
texture issue on the menu areas on Quake III Arena, several Microsoft
Flight Simulator fixes, and a range of other game fixes. Proton 7.0-6
also ships with Wine Mono 7.4 and DXVK-NVAPI 0.6.
Now playable:
Gotham Knights
UNCHARTED: Legacy of Thieves Collection
Heroes of the Dark
Super Arcade Racing
Crazy Machines 3
King under the Mountain
NinNinDays2
雀姬 (Mahjong ladies)
Fix Ubisoft Connect launcher failure caused by launcher update.
Fix Septerra Core hanging on redistributables installation.
Fix Persona 5 Royal crashing when creating game save data.
Fix Vampire Survivors intermittent error message.
Fix Super House of Dead Ninjas, Enemy Mind, and Out There Somewhere frame hitching every few seconds.
Fix Zeepkist freezing when using controller.
Fix Overcooked! All You Can Eat being unable to add a second controller-using player.
Fix Quake III: Arena and Quake III: Team Arena displaying weird texture over the menu.
Fix the new EA launcher displaying a blank window.
Fix Marvel Snap not being able connect to online services.
Fix Microsoft Flight Simulator crashing during longer flights.
Fix Microsoft Flight Simulator not displaying live traffic.
Fix Microsoft Flight Simulator not starting after a recent game update.
Fix Microsoft Flight Simulator crashing when starting next to big cities.
Fix Sackboy: A Big Adventure failing to start the first time it's launched.
Fix Spyro Reignited Trilogy playing intro video in a wrong language.
Fix Jurassic World Evolution 2 bad performance with recent Proton versions.
Fix multiple monitor support in Project Cars 2 and Project Cars 3.
Fix Korean not being rendered correctly in Romance of the Three Kingdoms XIII launcher.
Fix multiple languages not rendering correctly in Sins of a Solar Empire: Rebellion.
Fix Lost Lands: Dark Overlord, Lost Lands: Dark Lord, Lost Lands:
Redemption, and Haunted Hotel: Silent Waters Collector's Edition
crashing when trying to set a wallpaper.
Fix video playback regression with Chronos: Before the Ashes.
Improve video playback with OUTRIDERS and ToGather: Island.
VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.
The project serves as the development effort for Direct3D 12 support in Proton.
This release rolls up some significant new developments before the holidays.
VK_EXT_descriptor_buffer support
This extension is significant in that it removes a ton of CPU overhead.
We already had most of this in place on RADV and Steam Deck,
but this will allow NVIDIA, Intel, Turnip, and other AMD driver implementations to hit the same optimal code paths.
GPU bound performance increases slightly since we can also remove some
shader code that was required to workaround lack of descriptor buffers.
New extension requirements
To support descriptor buffers in the code base, these features are now required instead of optional.
Note that these features are widely supported already and is not expected to cause any problems.
If an implementation could support v2.7, it will support v2.8.
VK_KHR_buffer_device_address
VK_KHR_push_descriptor
Rewritten support for host accessible images
The entire API feature was rewritten from scratch to support more implementations and edge cases without
a lot of per-application hacks and workarounds.
As the most extreme example of weird API usage, Guardians of the Galaxy should (finally) run well on NVIDIA.
Rewritten swap chain
To most users, this change should be transparent.
Allow more precise control on latency and frame pacing with VK_KHR_present_wait.
mesa-git supports this along with NVIDIA.
VKD3D_SWAPCHAIN_LATENCY_FRAMES=n allows user to force a specific amount of latency.
Implementation of DXGI latency fences is now correct.
Reduce CPU overhead on the main thread that presents to swap chain.
Fixes a spurious hang in Hitman III where game relies on asynchronous present in order to not lock up.
Win32 specific DXGI code is handled by DXVK. A DXVK build from Experimental or later is required for this to work.
This allows a native Linux implementation of vkd3d-proton, including swap chain.
When VK_KHR_present_wait is not supported, behavior should be 1:1 with old implementation.
NOTE: The old swapchain implementation is still in the repository, and is expected to be removed in the next release.
For now, VKD3D_CONFIG=swapchain_legacy can be used to triage any potential issues with the new one.
NOTE: A driver crash was observed on NVIDIA 525.x drivers when running in some PRIME configurations.
For now, we disable use of present_wait on these drivers.
Fixes and workarounds
Workaround GPU hangs in Spiderman Remastered: Miles Morales (same issue as the original).
Fix rendering bug with gun damage in Borderlands 3 on RADV.
Refactor how resizable BAR is used. GPUs with 4 GiB and lower will no longer attempt to use resizable BAR,
which can avoid some out-of-memory situations.
Fix GPU hang in Age of Empires IV.
Fix some minor issues in mesh shader implementation.
Fix some issues preventing RE: Village from booting on Arc.
Some last minute frenzied fixes for Witcher 3 next-gen update.
All features except RT appears to work on RADV.
Hairworks is known to crash GPU on NVIDIA. More investigation is needed to root cause.
Some RT effects work on NVIDIA, others don't:
GI is reported to work.
AO crashes GPU. More investigation is needed to root cause.
Implement minor missing D3D12 features
An obscure feature was stubbed out and forgotten until now. ID3D12Device1::SetEventOnMultipleFenceCompletion() is now implemented.
Also, implement SetEventOn(Multiple)FenceCompletion for shared D3D12 fences.
Fixes a regression in Gears 5 causing lockup on boot.
VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.
The project serves as the development effort for Direct3D 12 support in Proton.
This release rolls up a massive amount of work since the Steam Deck launch in late February
with mostly features and fixes.
Heightened driver requirements
Newer extensions are now required.
VK_KHR_dynamic_rendering
VK_EXT_extended_dynamic_state
VK_EXT_extended_dynamic_state2 (no optional features required)
VK_KHR_maintenance4
KHR_dynamic_rendering in particular requires Mesa 22.0 or NVIDIA 510 series, which should have
propagated to distributions a long time ago at this point.
NOTE: Proton 7.0 stable series will stick to v2.6 to avoid the hard driver requirement bump.
Proton Experimental and any future stable beyond 7.0 will stick to v2.7 and later.
KHR_dynamic_rendering fixes many previously unsolvable issues, but it required a rewrite,
and it was deemed impractical to support both legacy and modern paths.
Improved pipeline cache
v2.6 introduced support for pipeline libraries, but only for games which made correct use of the D3D12 API.
To improve the situation across the board,
vkd3d-proton now implements an internal "magic" disk cache to enable SPIR-V caching for all games.
It is possible to disable the magic cache and let applications manage the ID3D12PipelineLibrary itself if desired.
To further reduce on-disk footprint of the magic cache, we also make use of VK_EXT_shader_module_identifier
to reduce the vkd3d-proton cache by >95%, since there is no need to store actual SPIR-V data on-disk.
Optimizations
Mostly a lot of minor things this release.
Slightly improve GPU performance for depth render passes.
Improve GPU performance for certain floating-point images where UAV usage was enabled.
Improve GPU performance for certain use cases of WriteBufferImmediate().
Improve GPU performance for certain access patterns of root descriptors.
Improve GPU performance for back-to-back buffer-image copies.
Improve GPU performance when allocating large zero-cleared resources and heaps.
Misc things here and there to reduce overhead.
New D3D12 features
Mesh shaders
VK_EXT_mesh_shader is required for this. Directly compatible with D3D12.
Advanced ExecuteIndirect
Uses VK_NV_device_generated_commands. Supported by both RADV and NVIDIA. Allows Halo Infinite to run.
DXR 1.1
Implement some missing features from DXR 1.1:
AddToStateObject()
ExecuteIndirect trace rays
Various complex RTPSO features
DXIL subobject parsing
Misc query features
With these fixes in place, e.g. Cyberpunk 2077 DXR works. VK_KHR_raytracing_maintenance1 is required for some features.
NOTE: VKD3D_CONFIG=dxr11 is required to enable DXR 1.1 for now.
Shared resources
Basic shared resources and fences are now supported when running on Proton. Allows interop with DXVK.
Special thanks to Derek Lesho (@Guy1524) for implementation.
SV_Barycentrics
SM 6.1 barycentrics are now exposed through VK_KHR_fragment_shader_barycentric.
Preliminary HDR support
vkd3d-proton can take advantage of HDR now, assuming the system itself supports it.
Game fixes and workarounds
Fix random GPU hangs in Hitman 3.
Fix crash in Redout 2.
Fix random GPU hang in F1 2021.
Fix random flicker in Guardians of the Galaxy.
Update some API checks required by latest AgilitySDK runtime features. Fix crash in F1 2022.
Add various workarounds for game bugs in Halo Infinite.
Add workaround for amdgpu kernel issue for certain games using imported host memory and multiple Vulkan devices.
Workaround glitched rendering in F1 2020 due to game bug.
Workaround certain games that violate placed resource API w.r.t. subresource initialization.
Spiderman Remastered and Lost Judgment are affected. More games will likely surface.
DXIL support
Countless bug fixes for games released since last release. Too many to enumerate individually.
Misc
Improve compatibility with Intel ANV driver.
Improve correctness of GetFrameLatencyWaitableObject().
Add BLOB PIX decoding.
Improve stability when minimizing and alt-tabbing in and out of fullscreen in some games.
Preparation for MIT re-license is underway.
Stronger debugging facilities
For developers and power users, a breadcrumbs functionality is added to greatly aid GPU hang debugging.
Requires either VK_AMD_buffer_marker or VK_NV_device_diagnostic_checkpoints.
When capturing with RenderDoc, cached host memory is enabled by default to speed up capture and improve stability.
Improve FPS in Street Fighter V during online matches.
Improve Sekiro: Shadow Die Twice performance in certain areas.
Fix Elden Ring crashing during prolonged gameplay.
Fix the new Final Fantasy XIV Online launcher.
Fix DEATHLOOP crashing after long system suspend.
Fix The Turing Test crashing when starting Chapter 4.
Fix controller support in Mini Ninja.
Fix Resident Evil Revelations 2 not starting on the Steam Deck.
Fix video playback in: Disintegration, Dread X Collection: The Hunt,
EZ2ON REBOOT : R, El Hijo - A Wild West Tale, Ember Knights, Outward:
Definitive Edition, POSTAL4: No Regerts, Power Rangers: Battle for the
Grid, Solasta: Crown of the Magister, Street Fighter V, The Room 4: Old
Sins. Fix video playback in Ghostwire: Tokyo and other games using VP8
and VP9 codecs.
Fix non-steering-wheel controller support in WRC10.
Fix S&box not finding any games to join.
Fix The Legend of Heroes: Zero no Kiseki Kai failing to start for the first time.
Fix Mortal Kombat Komplete crashing when audio devices with long names are present.
Fix handling of external links in Castle Morihisa.
Improve text rendering in Rockstar Launcher.
Improve steering wheel detection.
Support xinput controller reordering on the Steam Deck.
What is Valve Proton? The Steam Deck’s live-or-die Linux software, explained
The Steam Deck's success will hinge on Proton, a Valve technology
that lets Windows games run on Linux. Here's what you need to know.
Looking at the spec sheet alone, the $399 Steam Deck gaming handheld should be a winner—and early Steam Deck reviews
certainly suggest Valve nailed it on the hardware front. The PC-centric
Nintendo Switch rival features a big 7-inch touchscreen, plenty of
control inputs, an all-AMD chip based on the same hardware inside the
Xbox Series S|X and PlayStation 5, and the ability to double as a
full-fledged Linux PC. But forget the hardware. While it’s impressive
indeed, the Steam Deck will sink or swim based on its software, and that
means Valve awesome Proton technology is about to be thrust into the
spotlight.
The Steam Deck
will sprint to a larger software library than most gaming handhelds
because you’ll be able to tap into decades of existing PC games through
your Steam account, rather than having to wait for new releases made
specifically for the fresh hardware. But most of those games were
created for Windows, and the Steam Deck runs on Valve’s Linux-based
SteamOS operating system instead. Proton (via Steam Play) lets Windows
games run on Linux. It works very well much of the time, but
it’s not perfect—and the Steam Deck’s success probably depends on just
how much Valve can polish up Proton before the handheld’s February 25
launch. The best hardware in the world is only as good as the software
that runs on it, after all.
Here’s a high-level look at what you need to know about Proton, the Steam Deck’s secret software sauce.
What is Steam Proton?
At a high level, Proton is a compatibility layer that allows Windows
games to run on Linux-based operating systems (such as the Steam Deck’s
SteamOS). In the past, playing PC games on Linux required you to run
Steam games through software called Wine (an acronym for “Wine is not an
emulator.”). Valve worked with CodeWeavers developers to build Proton
as a fork of Wine, then baked the technology right into Steam itself as
part of Steam Play, the company’s “buy once, play on any PC platform”
endeavor.
Valve created Proton after its living room-focused Steam Machine initiative failed, partly because of their reliance on the much-smaller Linux gaming library. “There was always kind of this classic chicken and egg problem with the Steam Machine,” designer Scott Dalton told IGN. “That led us down this path of Proton, where now there’s all these games that actually run.”
If you’re interested in industry inside baseball, Proton and SteamOS also double as a potential escape hatch from Windows if Valve ever needs it.
How do you set up Steam Proton?
Hey Valve: This should just work, with Proton support activated by default on the Steam Deck.
Currently, Steam for Linux does not flip on Proton by
default. You need to manually enable it or stick to games that offer a
native Linux port. Considering how few games offer native Linux
versions, we’re strongly hoping Valve makes Proton/Steam Play enabled by
default on the Steam Deck, or there will be a lot of unhappy customers.
If you’re already using Linux, you can turn on Proton by opening your
Steam settings and clicking on the “Steam Play” option at the bottom of
the navigation pane. (The option won’t be visible on Windows PCs.)
There, you’ll see a box you can check to “Enable Steam Play for
supported titles.” That turns on Proton for games confirmed to work well
with the technology, added to a whitelist by Valve. You’ll also see an
advanced option to “Enable Steam Play for all other titles,” which will
flip on Proton for everything after you restart the client.
Will all my games work on Steam Deck with Proton?
Will all games work? That’s the million dollar question.
Notice that none of the games in this Steam Deck promotional image are massively popular multiplayer titles.
Valve has been steadily improving Proton ever since it launched in 2018, and many—most,
even—Windows games run pretty well via Steam Play with little to no
tinkering. Your best resource for determining how a game runs is the
utterly fantastic ProtonDB,
a community-made treasure trove of information that currently tracks
almost 19,000 games, of which over 15,000 work on Linux. The site also
maintains a very helpful troubleshooting FAQ for Proton games. (Be sure to leave reports of your own if you use Proton and Steam Play!)
As those numbers indicate, some games are just plain “borked” on
Linux, to borrow ProtonDB’s term. The most common casualties? Sadly, the
most popular games around—battle royale games and esports titles.
Proton’s compatibility layer tweaks don’t play nice with the anti-cheat
software deployed in widely played online games. Valve made sure to get
its own Counter-Strike: Global Offensive and Team Fortress 2 running on Linux, but heavy hitters like PlayerUnknown’s Battlegrounds, New World, Apex Legends, and Destiny 2 still won’t run.
Screenshot of ProtonDB.com
That’s a massive bummer, and as you can see from the ProtonDB stats
about game compatibility above, it means that many of the most popular
games in the world couldn’t be played on a Steam Deck currently. Epic
recently stated it won’t work to support Fortnite on the Steam
Deck either. (Notice how the percentage of red “borked” games in the top
ten is much, much, much higher than in the top 100 and top 1000—that’s
because those multiplayer games dominate the top-played charts.)
Valve understands what a huge roadblock this could be. While BattlEye
and the Epic-owned Easy Anti-Cheat lacked Proton support whatsoever
when the Steam Deck was announced, but Valve has worked with those
developers to get the technology up and running on SteamOS. At the end
of January 2022, in a Steam Deck Anti-Cheat Update,
Valve declared that “Our team has been working with Epic on Easy
Anti-Cheat + Proton support over the last few months, and we’re happy to
announce that adding Steam Deck support to your existing EAC games is
now a simple process, and doesn’t require updating game binaries, SDK
versions, or integration of EOS. Alongside our BattlEye updates from
last year, this means that the two largest anti-cheat services are now
easily supported on Proton and Steam Deck.”
Developers still need to update their games to support the
technologies on SteamOS, but with BattlEye and Easy Anti-Cheat now
playing nice with Proton, the Steam Deck will launch with its biggest
hurdle already cleared. That doesn’t mean everything is roses and
sunshine though. As you see in the ProtonDB screenshot above, about 20
percent of the top 100 and 1000 games on Steam lack a Gold+
compatibility rating with Proton, and Linus Tech Tips noticed that Forza Horizon 5
suffered from some bizarre physics and lighting effects even when
running at 60 frames per second. The vast majority of games run very
well on Proton already, and that’s a monumental success for Valve and
Linux gaming alike, but every hiccup and pain point could potentially be
a deal-breaker for casual users enticed by the Steam Deck’s juicy $400
selling price.
All the appealing hardware
and just-as-appealing prices won’t matter if PC gamers can’t play their
favorite games on Valve’s handheld. As a general consumer device, the
Steam Deck will live or die on the back on Proton—and whether Steam Play
can indeed coax multiplayer developers into supporting it. Fingers
crossed.
Run Microsoft Windows Applications and Games on Mac, Linux or ChromeOS save up to 20% off CodeWeavers CrossOver+ today.
VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.
The project serves as the development effort for Direct3D 12 support in Proton.
This is a release with a little bit of everything!
Features
DXR progress
DXR has seen significant work in the background.
DXR 1.1 is now experimentally exposed. It can be enabled with VKD3D_CONFIG=dxr11.
Note that DXR 1.1 cannot be fully implemented in VK_KHR_ray_tracing's current form, in particular
DispatchRays() indirect is not compatible yet,
although we have not observed a game which requires this API feature.
DXR 1.1 inline raytracing support is fully implemented.
DXR 1.0 support is more or less feature complete.
Some weird edge cases remain, but will likely not be implemented unless required by a game. VKD3D_CONFIG=dxr will eventually be dropped when it matures.
Some new DXR games are starting to come alive, especially with DXR 1.1 enabled,
but there are significant bugs as well that we currently cannot easily debug.
Some experimental results on NVIDIA:
Control - already worked
DEATHLOOP - appears to work correctly
Cyberpunk 2077 - DXR can be enabled, but GPU timeouts
World of Warcraft - according to a user, it works, but we have not confirmed ourselves
Metro Exodus: Enhanced Edition -
gets ingame and appears to work? Not sure if it looks correct.
Heavy CPU stutter for some reason ...
Metro Exodus (original release) - GPU timeouts when enabling DXR
Resident Evil: Village - Appears to work, but the visual difference is subtle.
It's worth experimenting with these and others.
DXR is incredibly complicated, so expect bugs.
From here, DXR support is mostly a case of stamping out issues one by one.
NVIDIA DLSS
NVIDIA contributed integration APIs in vkd3d-proton which enables DLSS support in D3D12 titles in Proton.
See Proton documentation for how to enable NvAPI support.
Shader models
A fair bit of work went into DXIL translation support to catch up with native drivers.
Shader model 6.5 is exposed.
Shader model 6.6 should be straight forward once that becomes relevant.
Shader model 6.4 implementation takes advantage of VK_KHR_shader_integer_dot_product when supported.
Proper fallback for FP16 math on GPUs which do not expose native FP16 support (Polaris, Pascal).
Notably fixes AMD FSR shaders in Resident Evil: Village (and others).
Shader model 6.1 SV_Barycentric support implemented (NVIDIA only for now).
Support shader model 6.2 FP32 denorm control.
Performance
Resizable BAR can improve GPU performance about 10-15% in the best case, depends a lot on the game.
Horizon Zero Dawn and Death Stranding in particular improve massively with this change.
By default, vkd3d-proton will now take advantage of PCI-e BAR memory types through heuristics
as D3D12 does not expose direct support for resizable BAR, and native D3D12 drivers are known to use heuristics as well.
Without resizable BAR enabled in BIOS/vBIOS, we only get 256 MiB which can help performance,
but many games will improve performance even more
when we are allowed to use more than that.
There is an upper limit for how much VRAM is dedicated to this purpose.
We also added VKD3D_CONFIG=no_upload_hvv to disable all uses of PCI-e BAR memory.
Other performance improvements:
Avoid redundant descriptor update work in certain scenarios (NVIDIA contribution).
Minor tweaks here and there to reduce CPU overhead.
Fixes and workarounds
Fix behavior for swap chain presentation latency HANDLE. Fixes spurious deadlocks in some cases.
Fix many issues related to depth-stencil handling, which fixed various issues in DEATHLOOP, F1 2021, WRC 10.
Fix DIRT 5 rendering issues and crashes. Should be fully playable now.
Fix some Diablo II Resurrected rendering issues.
Workaround shader bugs in Psychonauts 2.
Workaround some Unreal Engine 4 shader bugs which multiple titles trigger.
Fix some stability issues when VRAM is exhausted on NVIDIA.
Fix CPU crash in boot-up sequence of Far Cry 6 (game is still kinda buggy though, but gets in-game).
Fix various bugs with host visible images. Fixes DEATHLOOP.
Fix various DXIL conversion bugs.
Add Invariant geometry workarounds for specific games which require it.
Fix how d3d12.dll exports symbols to be more in line with MSVC.
Fix some edge cases in bitfield instructions.
Work around extreme CPU memory bloat on the specific NVIDIA driver versions which had this bug.
Fix regression in Evil Genius 2: World Domination.
VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.
The project serves as the development effort for Direct3D 12 support in Proton.
This is a release which focuses on performance and bug-fixes.
Performance
Improve swapchain latency and frame pacing by up to one frame.
Optimize lookup of format info.
Avoid potential pipeline compilation stutter in certain scenarios.
Rewrite how we handle image layouts for color and depth-stencil targets.
Allows us to remove a lot of dumb
barriers giving significant GPU-bound performance improvements.
~15%-20% GPU bound uplift in Horizon Zero Dawn,
~10% in Death Stranding,
and 5%-10% improvements in many other titles.
Features
Enable support for sparse 3D textures (tiled resources tier 3).
Bug fixes and workarounds
Various bug fixes in DXIL.
Fix weird bug where sun would pop through walls in RE: Village.
Workaround game bug in Cyberpunk 2077 where certain locales would render a black screen.
Fix various bugs (in benchmark and in vkd3d-proton) allowing GravityMark to run.
Improve robustness against certain app bugs related to NULL descriptors.
Fix bug with constant FP64 vector handling in DXBC.
Fix bug where Cyberpunk 2077 inventory screen could spuriously hang GPU on RADV.
Add workaround for Necromunda: Hired Gun where character models would render random garbage on RADV.
Fix bug in Necromunda: Hired Gun causing random screen flicker.
Fix windowed mode tracking when leaving fullscreen. Fix Alt-Tab handling in Horizon Zero Dawn.
Temporary workaround for SRV ResourceMinLODClamp. Fix black ground rendering in DIRT 5.
The overbright HDR rendering in DIRT 5 sadly persists however :(
Implement fallback maximum swapchain latency correctly.
Development features
Various features which are useful for developers were added to aid debugging.
Descriptor QA can instrument shaders in runtime for GPU-assisted validation.
Performance is good enough (> 40 FPS) that games are actually playable in this mode.
See README for details.
Allow forcing off CONCURRENT queue, and using EXCLUSIVE queue.
Not valid, but can be useful as a speed hack on Polaris when single_queue is not an option
and for testing driver behavior differences.
VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.
The project serves as the development effort for Direct3D 12 support in Proton.
This is a minor bugfix release to address some issues solved shortly after the last release.
Fixes
Improved support for older Wine and Vulkan Loader versions.
Fix blocky shadows in Horizon Zero Dawn.
Fix the install script failing on Wine installs not built with upstream vkd3d.
VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.
The project serves as the development effort for Direct3D 12 support in Proton.
This release adds support for more D3D12 features and greatly improves GPU bound performance
in many scenarios.
Features
Early DXR 1.0 support
VK_KHR_raytracing is used to enable cross-vendor ray-tracing support.
The implementation is WIP, but it is good enough to run some real content.
As of writing, only the NVIDIA driver works correctly.
It is expected AMD RDNA2 GPUs will work when working drivers are available
(amdgpu-pro 21.10 is known to not work).
Games which are expected to work include:
Control (appears to be fully working)
Ghostrunner (seems to work, not exhaustively tested)
To enable DXR support, VKD3D_CONFIG=dxr %command% should be used when launching game.
Certain games may be unstable if DXR is enabled by default.
Conservative rasterization
Full support (tier 3) for conservative rasterization was added.
Variable rate shading
Full support (tier 2) for variable rate shading was added.
Command list bundles
Allows Kingdom Hearts remaster to get past the errors, unsure if game fully works yet.
Write Watch and APITrace
Support for D3D12_HEAP_FLAG_ALLOW_WRITE_WATCH has been added.
This means APITraces of titles can now be captured.
Performance
Improve GPU bound performance in RE2 by up to 20% on NVIDIA.
Enable async compute queues. Greatly improves GPU performance and frame pacing in many titles.
Horizon Zero Dawn and Death Stranding see exceptional gains with this fix,
due to how the engines work. GPU utilization should now reach ~100%.
For best results, AMD Navi+ GPUs are recommended, but Polaris and earlier still
see great results. It is possible to disable this path, if for whatever reason
multiple queues are causing issues. See README.
Optimize bindless constant buffer GPU-bound performance on NVIDIA if certain API code paths are used.
Optimize sparse binding CPU overhead.
TRACE logging calls are disabled by default on release builds.
Fixes and workarounds
Fix various DXIL bugs.
Be more robust against broken pipeline creation API calls.
Avoids driver crashes in Forza Horizon 4.
Workaround some buggy shaders in F1 2020.
Fix bugs if depth bounds test is used in certain ways.
Fix a read out-of-bounds in UpdateTileMappings.
Fix SV_ClipDistance and SV_CullDistance in Hull Shaders.