github doitsujin/dxvk v2.5.3
Version 2.5.3

one day ago

Windows changes

In order to address feedback regarding issues with variable refresh rate displays, performance and HDR, exclusive full-screen mode was reintroduced as an option. It remains disabled by default, but users can enable it by setting dxvk.allowFse = True in the configuration file.

As usual, this option has no effect on non-Windows platforms.

Bug fixes and Improvements

  • Fixed a regression that would cause severe rendering issues in many D3D8 and D3D9 games that use fixed-function rendering. (PR #4533)
  • Fixed invalid shader code generation for certain rare texture operations in D3D11.
    This fixes a potential crash in TopSpin 2k25. (PR #4576)
  • Fixed a potential issue with handling NaN tessellation factors in D3D11 hull shaders.
  • Fixed an issue with D3D9 shader validation that would cause valid shader code to be rejected in some situations. (#4576, PR #4590)
  • Improved the debugging experience when DXVK_DEBUG=markers is set. (PR #4589, PR #4591)
  • Arcana Heart 3 Love Max!!!!!: Enabled 60 FPS limit to work around a game issue on Steam Deck OLED. (PR #4566)
  • Bright Memory: Worked around an issue where the game would prioritize integrated graphics over dedicated Intel GPUs. (PR #4605)
  • Far Cry 5: Worked around an issue that would cause terrain to be invisible on Intel GPUs. (PR #4604)
  • Halo: The Master Chief Collection: Fixed a shader-related issue that would cause flickering objects on some drivers. (PR #4603)
  • Max Payne 3: Enabled strict float emulation to work around broken rendering in D3D9 mode. (PR #4611)
  • The Hurricane of the Varstray -Collateral hazard-: Enabled 60 FPS limit to work around game issues when running in windowed mode. (#4568, PR #4573)

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