DXVK 0.96 is out with performance improvements for the CPU and GPU


DXVK 0.96 It is now ready, a new version that comes with many improvements, but the most notable are the performance related to the use of the CPU and the GPU. I think I no longer have to present this open-source project, because we have already talked about it on other occasions in this blog. But for the newest, to say that it is a compatibility layer of the famous Vulkan graphics API that is leaving such a good feeling.

This new release includes performance improvements, optimizations that consume less CPU resources for calls from this API for a large number of video games, including Shadow of The Tomb Raider. In addition to that optimization, there has also been another one for the GPU workload, reducing the overhead and therefore improving the efficiency when using this package.

Many have also been fixed bugs from previous versions, such as some related to incorrect MultiDrawIndirect behavior, crashes with Resident Evil 2 Demo using Wine with DXGI, and other problems with TItanfall 2, NVIDIA cards, etc. A great list of improvements that users will appreciate, and a pity that there is not a closer relationship to use it in Wine.

From certain official information that has been known, it seems that the boys from Wine (Even since Valve and CodeWeavers have tried to communicate) they sent several emails to Philip (of the project we talked about) to see what they could collaborate on together to improve. But there were certain replies to those emails, and not to others, because Philip seemed busy giving replies. In addition, the one from Wine says that he personally invited him to attend WineConf 2018, the same year that the contacts began, but there was no response ... So it does not seem that there is much interest on one side.

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