This fork contains the following changes:
- GTR2 specific tweaks for higher framerate/image quality/resource usage. Might be helpful for other gMotor based/derived DX9 games, but GTR2 is the sole focus of this fork so it is not guaranteed to work on other games. Some differences vs main repo are marked with
GTR2_SPECIFIC
symbol. - additional resource unmapping.
- allow DX9->Vulkan OpenVR/OpenXR (Initially based on Joshua Ashton's work). Note: game side changes needed for VR to work, dropping this .dll into random game won't magically add Vulkan VR.
- option to force SGSSAA-like AA. It's brute force and I suspect can be done much smarter, by appliying sample shading only to some pipelines, I am not yet sure how - suggestions welcome! Note: main DXVK branch added this as well recently, but this fork has additional experimental setting:
dxvk.forceSampleRateShadingFactor
- option to force 32bit float depth buffer.
I am not submitting my stuff to the main repo because I am not exactly a graphics guru and I doubt anyone needs my hacks there (at least no one expressed interest). That said, if this is useful to anyone, I would greatly appreciate hints and suggestions, especially on how to minimize GPU idle time in VR and applying sample shading AA smarter. Also, any ideas for further DX9 gMotor specific tweaks are welcome.
Follow updates to this fork here: https://thecrewchief.org/showthread.php?2012-Crew-Chief-GTR2-Enhancements-Plugin-Setup-Instructions-Known-Issues-and-Changelog Old versions are linked in CCGEP Manual's Downloads and Resources section.
- Latest Vulkan 1.3: vr-dx9-rel-110423
- Vulkan 1.2: vr-dx9-rel-042322 - Please do not report issues on this version.
A Vulkan-based translation layer for Direct3D 8/9/10/11 which allows running 3D applications on Linux using Wine.
For the current status of the project, please refer to the project wiki.
The most recent development builds can be found here.
Release builds can be found here.
In order to install a DXVK package obtained from the release page into a given wine prefix, copy or symlink the DLLs into the following directories as follows, then open winecfg
and manually add native
DLL overrides for d3d8
, d3d9
, d3d10core
, d3d11
and dxgi
under the Libraries tab.
In a default Wine prefix that would be as follows:
export WINEPREFIX=/path/to/wineprefix
cp x64/*.dll $WINEPREFIX/drive_c/windows/system32
cp x32/*.dll $WINEPREFIX/drive_c/windows/syswow64
winecfg
For a pure 32-bit Wine prefix (non default) the 32-bit DLLs instead go to the system32
directory:
export WINEPREFIX=/path/to/wineprefix
cp x32/*.dll $WINEPREFIX/drive_c/windows/system32
winecfg
Verify that your application uses DXVK instead of wined3d by enabling the HUD (see notes below).
In order to remove DXVK from a prefix, remove the DLLs and DLL overrides, and run wineboot -u
to restore the original DLL files.
Tools such as Steam Play, Lutris, Bottles, Heroic Launcher, etc will automatically handle setup of dxvk on their own when enabled.
Listed below are the DLL requirements for using DXVK with any single API.
- d3d8:
d3d8.dll
andd3d9.dll
- d3d9:
d3d9.dll
- d3d10:
d3d10core.dll
,d3d11.dll
anddxgi.dll
- d3d11:
d3d11.dll
anddxgi.dll
Before reporting an issue, please check the Wiki page on the current driver status and make sure you run a recent enough driver version for your hardware.
Manipulation of Direct3D libraries in multi-player games may be considered cheating and can get your account banned. This may also apply to single-player games with an embedded or dedicated multiplayer portion. Use at your own risk.
The DXVK_HUD
environment variable controls a HUD which can display the framerate and some stat counters. It accepts a comma-separated list of the following options:
devinfo
: Displays the name of the GPU and the driver version.fps
: Shows the current frame rate.frametimes
: Shows a frame time graph.submissions
: Shows the number of command buffers submitted per frame.drawcalls
: Shows the number of draw calls and render passes per frame.pipelines
: Shows the total number of graphics and compute pipelines.descriptors
: Shows the number of descriptor pools and descriptor sets.memory
: Shows the amount of device memory allocated and used.allocations
: Shows detailed memory chunk suballocation info.gpuload
: Shows estimated GPU load. May be inaccurate.version
: Shows DXVK version.api
: Shows the D3D feature level used by the application.cs
: Shows worker thread statistics.compiler
: Shows shader compiler activitysamplers
: Shows the current number of sampler pairs used [D3D9 Only]ffshaders
: Shows the current number of shaders generated from fixed function state [D3D9 Only]swvp
: Shows whether or not the device is running in software vertex processing mode [D3D9 Only]scale=x
: Scales the HUD by a factor ofx
(e.g.1.5
)opacity=y
: Adjusts the HUD opacity by a factor ofy
(e.g.0.5
,1.0
being fully opaque).
Additionally, DXVK_HUD=1
has the same effect as DXVK_HUD=devinfo,fps
, and DXVK_HUD=full
enables all available HUD elements.
When used with Wine, DXVK will print log messages to stderr
. Additionally, standalone log files can optionally be generated by setting the DXVK_LOG_PATH
variable, where log files in the given directory will be called app_d3d11.log
, app_dxgi.log
etc., where app
is the name of the game executable.
On Windows, log files will be created in the game's working directory by default, which is usually next to the game executable.
The DXVK_FRAME_RATE
environment variable can be used to limit the frame rate. A value of 0
uncaps the frame rate, while any positive value will limit rendering to the given number of frames per second. Alternatively, the configuration file can be used.
Some applications do not provide a method to select a different GPU. In that case, DXVK can be forced to use a given device:
DXVK_FILTER_DEVICE_NAME="Device Name"
Selects devices with a matching Vulkan device name, which can be retrieved with tools such asvulkaninfo
. Matches on substrings, so "VEGA" or "AMD RADV VEGA10" is supported if the full device name is "AMD RADV VEGA10 (LLVM 9.0.0)", for example. If the substring matches more than one device, the first device matched will be used.
Note: If the device filter is configured incorrectly, it may filter out all devices and applications will be unable to create a D3D device.
The following environment variables can be used for debugging purposes.
VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation
Enables Vulkan debug layers. Highly recommended for troubleshooting rendering issues and driver crashes. Requires the Vulkan SDK to be installed on the host system.DXVK_LOG_LEVEL=none|error|warn|info|debug
Controls message logging.DXVK_LOG_PATH=/some/directory
Changes path where log files are stored. Set tonone
to disable log file creation entirely, without disabling logging.DXVK_DEBUG=markers|validation
Enables use of theVK_EXT_debug_utils
extension for translating performance event markers, or to enable Vulkan validation, respecticely.DXVK_CONFIG_FILE=/xxx/dxvk.conf
Sets path to the configuration file.DXVK_CONFIG="dxgi.hideAmdGpu = True; dxgi.syncInterval = 0"
Can be used to set config variables through the environment instead of a configuration file using the same syntax.;
is used as a seperator.
On drivers which support VK_EXT_graphics_pipeline_library
Vulkan shaders will be compiled at the time the game loads its D3D shaders, rather than at draw time. This reduces or eliminates shader compile stutter in many games when compared to the previous system.
In games that load their shaders during loading screens or in the menu, this can lead to prolonged periods of very high CPU utilization, especially on weaker CPUs. For affected games it is recommended to wait for shader compilation to finish before starting the game to avoid stutter and low performance. Shader compiler activity can be monitored with DXVK_HUD=compiler
.
This feature largely replaces the state cache.
Note: Games which only load their D3D shaders at draw time (e.g. most Unreal Engine games) will still exhibit some stutter, although it should still be less severe than without this feature.
DXVK caches pipeline state by default, so that shaders can be recompiled ahead of time on subsequent runs of an application, even if the driver's own shader cache got invalidated in the meantime. This cache is enabled by default, and generally reduces stuttering.
The following environment variables can be used to control the cache:
DXVK_STATE_CACHE
: Controls the state cache. The following values are supported:disable
: Disables the cache entirely.reset
: Clears the cache file.
DXVK_STATE_CACHE_PATH=/some/directory
Specifies a directory where to put the cache files. Defaults to the current working directory of the application.
This feature is mostly only relevant on systems without support for VK_EXT_graphics_pipeline_library
In order to pull in all submodules that are needed for building, clone the repository using the following command:
git clone --recursive https://github.com/doitsujin/dxvk.git
- wine 7.1 or newer
- Meson build system (at least version 0.49)
- Mingw-w64 compiler and headers (at least version 10.0)
- glslang compiler
Inside the DXVK directory, run:
./package-release.sh master /your/target/directory --no-package
This will create a folder dxvk-master
in /your/target/directory
, which contains both 32-bit and 64-bit versions of DXVK, which can be set up in the same way as the release versions as noted above.
In order to preserve the build directories for development, pass --dev-build
to the script. This option implies --no-package
. After making changes to the source code, you can then do the following to rebuild DXVK:
# change to build.32 for 32-bit
cd /your/target/directory/build.64
ninja install
# 64-bit build. For 32-bit builds, replace
# build-win64.txt with build-win32.txt
meson setup --cross-file build-win64.txt --buildtype release --prefix /your/dxvk/directory build.w64
cd build.w64
ninja install
The D3D8, D3D9, D3D10, D3D11 and DXGI DLLs will be located in /your/dxvk/directory/bin
.
DXVK requires threading support from your mingw-w64 build environment. If you are missing this, you may see "error: ‘std::cv_status’ has not been declared" or similar threading related errors.
On Debian and Ubuntu, this can be resolved by using the posix alternate, which supports threading. For example, choose the posix alternate from these commands:
update-alternatives --config x86_64-w64-mingw32-gcc
update-alternatives --config x86_64-w64-mingw32-g++
update-alternatives --config i686-w64-mingw32-gcc
update-alternatives --config i686-w64-mingw32-g++
For non debian based distros, make sure that your mingw-w64-gcc cross compiler
does have --enable-threads=posix
enabled during configure. If your distro does
ship its mingw-w64-gcc binary with --enable-threads=win32
you might have to
recompile locally or open a bug at your distro's bugtracker to ask for it.
DXVK Native is a version of DXVK which allows it to be used natively without Wine.
This is primarily useful for game and application ports to either avoid having to write another rendering backend, or to help with port bringup during development.
Release builds are built using the Steam Runtime.
DXVK Native replaces certain Windows-isms with a platform and framework-agnostic replacement, for example, HWND
s can become SDL_Window*
s, etc.
All it takes to do that is to add another WSI backend.
Note: DXVK Native requires a backend to be explicitly set via the DXVK_WSI_DRIVER
environment variable. The current built-in options are SDL2
and GLFW
.
DXVK Native comes with a slim set of Windows header definitions required for D3D9/11 and the MinGW headers for D3D9/11. In most cases, it will end up being plug and play with your renderer, but there may be certain teething issues such as:
__uuidof(type)
is supported, but__uuidof(variable)
is not supported. Use__uuidof_var(variable)
instead.