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/
- 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.
-
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.
- 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.
-
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 -
devinfonow shows Device Name, Vulkan Headers version and Vulkan Driver version again. Author - Digger1955- Reason: Inconsitent behaviour of new
devinfoHUD format on different drivers, because of driver vendors.
- Reason: Inconsitent behaviour of new
-
Added fork tag to HUD -
versionnow shows DXVK-GPLALL 2.6.1 on non-AVX2 builds and DXVK-GPLALL-AVX2-Optimized 2.6.1 on AVX2 builds. Author - Digger1955