github Digger1955/dxvk-gplasync-lowlatency DXVK-GPLALL-2.6.1-3
DXVK-GPLAsync-LowLatency 2.6.1-3 (DXVK-GPLALL 2.6.1-3)

8 months ago

DXVK-GPLAsync-LowLatency 2.6.1-3 (DXVK-GPLALL 2.6.1-3)

Based on DXVK 2.6.1, DXVK GPLAsync 2.6.1, DXVK Low Latency 2.6.1.

It consists of:

  • DXVK-GPLALL-LinuxMac 2.6.1-3
  • DXVK-GPLALL-Windows 2.6.1-3
  • DXVK-GPLALL-AVX2-Optimized-LinuxMac 2.6.1-3
  • DXVK-GPLALL-AVX2-Optimized-Windows 2.6.1-3
  • DXVK Native-GPLALL 2.6.1-3
  • DXVK Native-GPLALL-AVX2-Optimized 2.6.1-3
  • Source Code
  • dxvk.conf

Release Notes:

  • Providing Windows (MSVC) builds of DXVK-GPLALL. Author - Digger1955

    • Windows (MSVC) builds minimum requirements is support for SSE2 instructions (Note: for Linux/MacOS - SSE3). It is the recommended DXVK build for using on Windows - it works better in CPU-bound situations, compiles shaders a little faster and is smaller in size in comparison to DXVK build for Linux/MacOS.
      • Note: PDBs are not provided.
    • Important: Update your Visual C++ 2015-2022 Runtime to the latest version before using DXVK for Windows. Link for Visual C++ Redistributable Runtimes - https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/
  • Providing AVX2 (x86-64-v3) optimized builds of DXVK-GPLALL. Author - Digger1955

    • Enabled use of x86-64-v3 ISA by GCC compiler and AVX2 (/arch:AVX2) by MSVC compiler to increase performance in CPU-bound situations and decrease shader compilation stutter.
      • Important: AVX2 (x86-64-v3) builds minimum requirements is support for AVX2 instructions. Best results will be observed on AMD processors starting from AMD Zen 3 generation. For Intel processors performance may degrade due to downclocking/throttling, so it is not recommended for them.
    • Enabled use of /O2 level of compiler optimization for Windows (MSVC) AVX2 builds to futher increase performance in CPU-bound situations and decrease shader compilation stutter.
      • Important: Builds with -O2 level of compiler optimization for Linux/MacOS (GCC) x86-64-v3 are crashing applications at launch, and therefore are not provided. Since builds are compiled using GitHub infrastructure there is nothing can be done to fix it for now.
  • Implemented use of "VK_EXT_load_store_op_none" Vulkan extension instead of "VK_KHR_load_store_op_none". Author - Digger1955

    • They are identical, but "VK_EXT_load_store_op_none" available on a broader range of GPU drivers. This is especially important for mobile devices with Qualcomm Adreno GPUs, where it is not possible to change or update drivers.
  • Changed default number of used CPU logical threads from all to (CPULogicalThreads - 2). Author - Digger1955

    • Reason: It leads to less stuttering when compiling shaders while playing, in comparison to using all CPU logical threads.
  • Reverted back upstream DXVK change to HUD format - devinfo now shows Device Name, Vulkan Headers version and Vulkan Driver version again. Author - Digger1955

    • Reason: Inconsitent behaviour of new devinfo HUD format on different drivers, because of driver vendors.
  • Added fork tag to HUD - version now shows DXVK-GPLALL 2.6.1 on non-AVX2 builds and DXVK-GPLALL-AVX2-Optimized 2.6.1 on AVX2 builds. Author - Digger1955

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