DXVK-GPLAsync-LowLatency 2.6.2-1 (DXVK-GPLALL 2.6.2-1)
Based on DXVK 2.6.2, DXVK GPLAsync 2.6.2 and DXVK GPLAsync 2.7-patch, DXVK Low Latency 2.7-commit 1b5f3ac.
It consists of:
- DXVK-GPLALL-GCC-WinMacLinux-SSE2-O3-LTO 2.6.2-1
- DXVK-GPLALL-GCC-WinMacLinux-SSE4.2-O3-LTO-GENERIC 2.6.2-1
- DXVK-GPLALL-GCC-WinMacLinux-SSE4.2-O3-LTO-INTEL 2.6.2-1
- DXVK-GPLALL-MSVC-Windows-SSE2-O2-LTCG 2.6.2-1
- DXVK-GPLALL-MSVC-Windows-AVX2-O2-LTCG-AMD64 2.6.2-1
- DXVK-GPLALL-MSVC-Windows-SSE4.2-O2-LTCG-INTEL64 2.6.2-1
- DXVK Native-GPLALL-GCC-SSE2-O3-LTO 2.6.2-1
- DXVK Native-GPLALL-GCC-SSE4.2-O3-LTO-GENERIC 2.6.2-1
- DXVK Native-GPLALL-GCC-SSE4.2-O3-LTO-INTEL 2.6.2-1
- Source Code
- dxvk.conf
Release Notes:
IMPORTANT: DXVK-GPLALL 2.6.x version will be maintained for GPUs/drivers that do not have VK_KHR_maintenance5 and/or maxPushConstantsSize=256. Commits from DXVK, DXVK GPLAsync and DXVK Low Latency will be ported to DXVK-GPLALL 2.6.x, if possible. Also, DXVK-GPLALL 2.6.x will be recompiled from time to time, when new compiler versions with significant improvements are out.
- Lowered number of required draw calls for render target, after which asynchronous pipeline compilation for corresponding shader will be enabled, which leads to lower peak CPU load during shader compilation process, which leads to less stutters in both amount and longevity. - Author - Digger1955, scientific info - Britt Yazel
- Based on tests results
m_rtBindingFrameCountwas changed fromm_rtBindingFrameCount >= 5tom_rtBindingFrameCount >= 2.- Note: Async graphical side effects are lessened, because of more shaders getting to use higher priority asynchronous pipeline compilation.
- Based on tests results