D7VK 1.8 revives retro gaming on Linux with Vulkan and CPU rendering

Key points:
  • Implementing the ProcessVertices method directly on the CPU, repairing corrupted geometry in games like Praetorians, Forsaken, and Tomb Raider.
  • Replacement of the proxy presentation with a legacy presentation system that allows 2D overlays on 3D using DirectDraw.
  • The new rendering enables the use of the DXVK HUD interface, full control of vertical synchronization (VSync), and frame rate limiting.
  • Solution to historical rendering problems, including mathematical correction of scaling artifacts in pre-rendered backgrounds of Resident Evil.

D7VK

The release of the new D7VK 1.8 update version was recently announced, which features a progress in the native, CPU-based implementation for ProcessVertices method calls, fixing rendering defects and broken geometry at the root in historical gems like Tomb Raider and Praetorians.

Furthermore, The team has abandoned the old proxy presentation mechanism to introduce a legacy presentation system that allows 2D elements (such as menus and display screens) to be overlaid on 3D graphics using DirectDraw. This not only brings back the lost interfaces of classic games, but also enables full control over the frame rate and the use of DXVK's HUD overlay.

Main news of D7VK 1.8

The most critical advancement in this version is the inative implementation, based entirely on the central processing unit (CPU), for calls to the ProcessVertices method. In the architectures of the 1990s, this function was responsible for transforming vertices into projection space, calculating screen coordinates, and iterating the clipping of polygons outside the field of view. Previous modern implementations often omitted or simplified these calculations, resulting in many older games displaying blank screens. or severely corrupted geometry. Thanks to this precise reconstruction, the update completely fixes massive rendering defects in legendary titles such as Forsaken, Praetorians, Hidden & Dangerous, Escape from Monkey Island, and Tomb Raider: The Last Revelation.

Another improvement presented in this new version is the removal of the old proxy presentation mechanism to make way for a structured legacy presentation system. Games from the early 3D era relied heavily on DirectDraw to act as a rudimentary compositor, overlaying two-dimensional elements such as menus, text, and head-up displays (HUDs) directly onto the rendered 3D graphics. The previous proxy mechanism delegated the final image to the native system, breaking overlays and blocking modern tools.

The new approach captures the final image already composed by DirectDraw and internally returns it to D7VK for native projection using Vulkan. Although this additional step implies a slight theoretical performance penalty, in practice it is imperceptible for standard resolutions and, in return, grants absolute control over the video output. This allows players to activate the DXVK overlay interface, limiting the frame rate, forcing vertical sync, and most importantly, restoring missing interface elements to games like Blade of Darkness, Sacred, Lands of Lore III, Codename: Outbreak, and the FIFA 99 and 2001 installments.

Mitigation of climbing artifacts and specific repairs

Beyond structural changes, The code includes meticulous debugging work to fix historical bugs. in very specific graphics engines.

It is also noted that it has Fixed terrain disappearance in Age of Wonders II and Shadow Magic, The dynamic lighting handling that was breaking the visuals in X: Beyond the Frontier and X: Tension has been fixed, and critical crashes at the start of Hype: The Time Quest have been resolved. Additionally, built-in configuration profiles have been included to optimize the startup of Prince of Persia 3D and Jurassic Park: Trespasser.

In particular, the The update addresses a technical problem inherited from 32-bit consoles. Some early PlayStation 1 ports used highly inaccurate mathematical approximations to calculate image scaling, a flaw that older hardware forgave but modern graphics cards punish by displaying lines and visual artifacts. D7VK 1.8 implements a mathematical correction to compensate for this inaccurate calculation, completely eliminating broken grids in Resident Evil's pre-rendered backgrounds and demonstrating a level of polish of the highest precision.

Finally, if you're interested in learning more, you can check the details and download the new version. In the following link.