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here is the log from the commit of package dxvk for openSUSE:Factory checked in 
at 2022-03-06 18:15:37
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Comparing /work/SRC/openSUSE:Factory/dxvk (Old)
 and      /work/SRC/openSUSE:Factory/.dxvk.new.1958 (New)
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Package is "dxvk"

Sun Mar  6 18:15:37 2022 rev:5 rq:959620 version:1.10

Changes:
--------
--- /work/SRC/openSUSE:Factory/dxvk/dxvk.changes        2022-01-13 
00:23:35.071982677 +0100
+++ /work/SRC/openSUSE:Factory/.dxvk.new.1958/dxvk.changes      2022-03-06 
18:15:48.227826231 +0100
@@ -1,0 +2,36 @@
+Sat Mar  5 14:19:05 UTC 2022 - Marcus Meissner <[email protected]>
+
+- updated to 1.10
+  ## Performance improvements
+  - Reduced unnecessary worker thread synchronization around resource 
readbacks for both D3D11 and D3D9. This can significantly increase CPU-bound 
performance in games like **Assassin's Creed: Origins** and other titles built 
on the same engine, with smaller improvements seen in **Elex II**, **God of 
War**, **GTA IV** and others.
+  - When using 
[D3D11_MAP_WRITE](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_map)
 on a staging resource that's currently being read by the GPU, DXVK will now 
attempt to create a copy of that resource in order to avoid GPU 
synchronization. This improves performance in **Quantum Break** and potentially 
other games. This behaviour can be tweaked using the 
`d3d11.maxImplicitDiscardSize` option.
+  - Optimized 
[UpdateSubresource](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-updatesubresource)
 for small constant buffer updates. This further improves performance in **God 
of War** and potentially other games.
+  - Improved the way resource uploads and staging buffers are handled in 
D3D11. This may reduce memory usage and CPU overhead in some - Added more 
information to the HUD that can be useful for troubleshooting performance 
issues: GPU synchronizations per frame, worker thread synchronizations per 
frame, and pipeline barrier count.
+  - GPU synchronization, when necessary, no longer uses busy-waiting, which 
may reduce power consumption on portable devices in some games.
+
+  ## Bug fixes and Improvements
+  - Added a `D3D11On12CreateDevice` stub so applications using this don't 
immediately crash (PR #2278).
+  **Note** that supporting D3D11on12 is currently not viable.
+  - Version numbers for Intel's Windows driver should now be reported properly.
+  **Note** that using DXVK on this driver is highly discouraged and will 
likely not work.
+  - **ArmA 2**: Fixed texture-related issues (PR #2477).
+  - **Black Mesa**: Fixed 
+  - **Resident Evil 0**, **5**, **6**, **Resident Evil: Revelations 2**: 
Improved performance (PR #2466).
+  - **Total War: Warhammer III**: Significantly improved GPU-bound performance 
on setups with a dedicated GPU.
+
+  ## Per-game workarounds
+  Replaced the previous `d3d11.apitraceMode` option with  
`d3d11.cachedDynamicResources`, which provides a more granular way to specify 
resource types to allocate in cached system memory. Refer to the example 
`dxvk.conf` for details. This change was not made for the equivalent D3D9 
option yet.
+
+  Normally, 
[D3D11_USAGE_DYNAMIC](https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage)
 resources are expected to be write-only from the CPU and read-only from the 
GPU, but despite this, some games perform CPU-side reads on the mapped memory, 
which can cause severe performance degradation since those reads would have to 
go over PCI-E, or at least uncached write-combined memory. This is especially 
problematic on systems with Resizeable BAR and can cause issues even on Windows 
D3D11 drivers.
+
+  Games that will use this option by default include **Age of Empires 2: 
Definitive Edition** (#2491), **Anno 1800**, **Final Fantasy XIV**, **Nier 
Replicant**, **The Evil Within** (PR #2522), and all games that previously had 
`d3d11.apitraceMode` enabled by default.
+
+- updated to 1.9.4
+  Bug fixes and Improvements:
+  - Fixed an issue that would cause VRAM to not be utilized on RBAR-enabled 
Nvidia GPUs if the `dxvk.shrinkNvidiaHvvHeap`option is enabled (#2438).
+  - Enabled strict D3D9 float emulation by default on future versions of RADV. 
This may improve both accuracy and GPU-bound performance (PR #2448)..
+  - Improved memory allocation behaviour. This may reduce memory usage 
especially in games that create multiple processes or D3D devices.
+  - Removed obsolete options to disable OpenVR support.
+  - **God of War**: Enabled performance optimizations and DLSS support. *Note 
that these changes are already included in Proton Experimental.*
+
+-------------------------------------------------------------------

Old:
----
  v1.9.3.tar.gz

New:
----
  v1.10.tar.gz

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Other differences:
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++++++ dxvk.spec ++++++
--- /var/tmp/diff_new_pack.3WWw5q/_old  2022-03-06 18:15:48.899826322 +0100
+++ /var/tmp/diff_new_pack.3WWw5q/_new  2022-03-06 18:15:48.907826324 +0100
@@ -17,7 +17,7 @@
 
 
 Name:           dxvk
-Version:        1.9.3
+Version:        1.10
 Release:        0
 Summary:        Vulkan-based D3D11 implementation for Linux / Wine
 License:        zlib-acknowledgement

++++++ v1.9.3.tar.gz -> v1.10.tar.gz ++++++
++++ 8242 lines of diff (skipped)

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