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Thursday, October 27, 2022

vkd3d-proton version 2.7 has been released

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 shader replacement system ease-of-use.

Link to source code


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Thursday, October 20, 2022

CodeWeavers CrossOver 22.0.1 for macOS Linux and ChromeOS has been released

 Hi folks,

I’m thrilled to announce CodeWeavers has released CrossOver 22.0.1 for #macOS , #Linux and #ChromeOS !
 

Change Log :
 
22.0.1 CrossOver - September 27, 2022
Bug fixes for all platforms:
Fix for .NET install errors.
 
macOS:
Fix for Quicken and MetaTrader freezes.
Restore support for Xbox wireless controllers.
 
Linux:
Upgrades on RPM systems should work again.
 
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Wednesday, October 19, 2022

Lutris 0.5.12-beta1 has been released

Lutris helps you install and play video games from all eras and from most gaming systems. By leveraging and combining existing emulators, engine re-implementations and compatibility layers, it gives you a central interface to launch all your games.

The client can connect with existing services like Humble Bundle, GOG and Steam to make your game libraries easily available. Game downloads and installations are automated and can be modified through user made scripts.

Download this version of Lutris from here.

Changelog :

  • Fix authentication issue with Origin
  • Fix authentication issue with EGS
  • Fix authentication issue with Ubisoft Connect when 2FA is enabled
  • Add Discord Rich Presence integration
  • Add ability to extract icons from Windows executables
  • Re-style preference dialogs

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Friday, October 14, 2022

Wine development release 7.19 is now available for Linux FreeBSD and macOS

The Wine development release 7.19 is now available.

What's new in this release:

  • Support for storing DOS attributes on disk.
  • Bundled vkd3d upgraded to version 1.5.
  • Support for MPEG-4 audio format.
  • Various bug fixes.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations. 

Bugs fixed in 7.19 (total 17):

 - #9158   Multiple Microsoft development tools online/web installers fail to skip "$shtdwn$.req" with FILE_ATTRIBUTE_HIDDEN (Visual Studio Express Editions, .NET Framework 3.0)
 - #48414  OpenMPT UI does not render all textboxes correctly
 - #50269  Multiple applications need IWMSyncReader::GetOutputCount() implementation (Resident Evil Revelations 2; Ultimate Marvel vs Capcom 3)
 - #51884  HP Prime Virtual Calculator Emulator crashes when license agreement screen opens
 - #52655  Cubase 12 crashes on unimplemented function advapi32.dll.OpenThreadWaitChainSession
 - #52659  No sound for games that utilize windows media player functionality
 - #52931  vulkan-1:vulkan fails in Wine on cw-rx460 and Intel cards
 - #52954  Kheops Studio adventure games: Graphic bug that prevents any progress in the game
 - #53234  nsi:nsi - test_ndis_ifinfo() fails randomly on Windows 10 1507
 - #53575  Subtitle Workshop Classic 6.1.4 disabled menu items are not viewable at all with Light theme
 - #53615  Sonic Adventure DX (2004) deadlocks on the title screen
 - #53645  AIMP 3 causes memory leaks
 - #53672  x64dbg crashes when opening executable
 - #53673  "AE VN Tools" fails to launch in staging v7.17 (previously "just worked" on staging v7.13)
 - #53700  DbgChild crashes on unimplemented function ntdll.dll.RtlDosPathNameToRelativeNtPathName_U
 - #53714  SQLGetInfo(W) doesn't fill StringLength when InfoValue is NULL
 - #53773  winetricks dotnet35 fails to install

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