Script 'mail_helper' called by obssrc Hello community, here is the log from the commit of package dxvk for openSUSE:Factory checked in at 2022-03-06 18:15:37 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Comparing /work/SRC/openSUSE:Factory/dxvk (Old) and /work/SRC/openSUSE:Factory/.dxvk.new.1958 (New) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Other differences: ------------------ ++++++ 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)
