DXVK 1.6 arrives with some changes and bug fixes in games

DXVK

Few days ago the new version of the DXVK 1.6 layer was released, which provides the implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 and 11, which works through the translation of calls to the Vulkan API.

While DXVK is still primarily used on Steam Play, it is not the only place Linux users can take advantage of this fantastic technology. It also contributes the Vulkan-based D3D11 implementation for Linux and Wine, Regarding performance and optimization when running Direct3D 11 games on Wine since they also provide support for Direct3D9.

Main new features of DXVK 1.6

This new version of DXVK 1.6 stands out for implementing a change in the way it handles its libraries Direct3D 10 auxiliaries so it can also work with Wine's D3D10 effects framework, minor improvements to Direct3D 9 performance, one sSolution for redundant changes in display mode and other solutions.

Installing the auxiliary libraries Direct3D 10 defaults: d3d10.dll y d3d10_1.dll has stopped because D3D10 in DXVK requires d3d10core.dll and d3d11.dll to support D3D10 (dxgi.dll is also required for Windows). The change allows you to use the D3D10 framework developed in Wine for effects, which is used in some games.

DXVK 1.6 introduces small performance optimizations in Direct3D 9 implementation, in addition to fixing a crash when trying to capture snapshots from apitrace.

Also fixed crash in some Source 2 games Using its own D3D9 render, the redundant screen mode switch removed was also made and a bug showing a green frame when displaying a video in some games was fixed.

On the part of the solved problems with some game titles, the following are mentioned:

  • A has in time- Fixed a regression where the output would scale poorly when changing the resolution
  • Dead Space : Fixed black square artifacts.
  • DoDonPachi Resurrection : Fixed crash at startup.
  • Dragon's dogma : Full screen fixed issues.
  • Star Wars: Republic Commando : Implemented missing image formats.
  • Yomawari: Midnight Shadows : Fixed crash at startup.

Finally, if you want to know more about the project, as well as its use, you can consult the details in the following link

How to add DXVK support to Linux?

To use DXVK, drivers with API Vulkan 1.1 support are required, such as AMD RADV 18.3, NVIDIA 415.22, Intel ANV 19.0, and AMDVLK.

DXVK can be used to run 3D applications and games on Linux using Wine, acting as a higher-performance alternative to Wine's built-in Direct3D 11 implementation that runs on OpenGL.

DXVK requires the latest stable version of Wine to run. So, if you don't have this installed. Now we will only have to download the latest stable package of DXVK, this one we found In the following link.

wget https://github.com/doitsujin/dxvk/releases/download/v1.6.0/dxvk-1.6.0.tar.gz

After having made the download now we are going to unzip the package just obtained, this can be done with from your desktop environment or from the terminal itself by executing in the following command:

tar -xzvf dxvk-1.6.0.tar.gz

Then we access the folder with:

cd dxvk-1.6.0

And we execute the sh command to run the install script:

sudo sh setup-dxvk.sh install
setup-dxvk.sh install --without-dxgi

When installing DXVK in a prefix of Wine. The advantage is that Wine vkd3d can be used for D3D12 games and DXVK for D3D11 games.

Also, the new script allows you to install the dll as symbolic links, making it easier to update the DXVK to get more Wine prefixes (you can do this via the –symlink command).

How will you see the folder DXVK contains two other dlls for 32 and 64 bits these we are going to place them according to the following routes.
Where "user" you replace it with the username you use in your Linux distribution.

For 64 bits we put them in:

~/.wine/drive_c/windows/system32/

O

/home/”usuario”/.wine/drive_c/windows/system32/

And for 32 bits in:

~/.wine/drive_c/windows/syswow64

O

/home/”usuario”/.wine/drive_c/windows/system32/

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