Version 2.4
·
2451 commits
to master
since this release
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 whensingle_queue
is not an option
and for testing driver behavior differences.