2020-12-07 15:42:16 +00:00
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# Change Log
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2020-12-07 16:08:50 +00:00
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## 2.1
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This release fixes various bugs (mostly workarounds) and improves GPU-bound performance.
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New games added to "expected to work" list:
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- The Division (was working already in 2.0, but missing from list)
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- AC: Valhalla (*)
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2020-12-10 10:38:27 +00:00
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- Cyberpunk 2077 (**)
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2020-12-07 16:08:50 +00:00
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(*): Game requires full D3D12 sparse texture support to work.
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Currently only works on NVIDIA drivers.
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RADV status remains unknown until support for this feature lands in Mesa.
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2020-12-10 10:38:27 +00:00
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(**): Currently only runs correctly on AMD hardware with RADV and `VK_VALVE_mutable_descriptor_type`.
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As of writing, this requires the latest Mesa Git build.
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The game has some fatal bugs where it relies on undefined behavior with descriptor management
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which this extension works around by accident.
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The game will start and run on NVIDIA, but just like what happens without the extension on AMD,
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the GPU will randomly hang, making the game effectively unplayable.
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A game update to fix this bug would likely make the game playable on NVIDIA as well.
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2020-12-07 16:08:50 +00:00
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Bug fixes and workarounds:
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- Fix various implementation bugs which caused AC: Valhalla to not work.
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- Work around game bug in Death Stranding where accessing map could cause corrupt rendering.
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(Several games appear to have the same kind of application bug.)
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- Fix corrupt textures in Horizon Zero Dawn benchmark.
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- Fix SM 6.0 wave-op detection for Horizon Zero Dawn and DIRT 5.
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- Work around GPU hangs in certain situations where games do not use D3D12 correctly,
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but native D3D12 drivers just render wrong results rather than hang the system.
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- Fix invalid SPIR-V generated by FP64 code.
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- Fix crash with minimized windows in certain cases.
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Performance:
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- ~15% GPU-bound uplift in Ghostrunner. Might help UE4 titles in general.
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- Slightly improve GPU bound performance when fully GPU bound on both AMD and NVIDIA.
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- Slightly improve GPU bound performance on RADV in various titles.
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- Reduce multi-threaded CPU overhead for certain D3D12 API usage patterns.
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- Add support for `VK_VALVE_mutable_descriptor_type` which
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improves CPU overhead, memory bloat, and avoids potential memory management thrashing on RADV.
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Also avoids GPU hangs in certain situations where games misuse the D3D12 API.
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Misc:
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- Implement `DXGI_PRESENT_TEST`.
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- Fix log spam when `DXGI_PRESENT_ALLOW_TEARING` is used.
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2020-12-07 15:42:16 +00:00
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## 2.0
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This initial release supports D3D12 Feature Level 12.0 and Shader Model 6.0 (DXIL).
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Games expected to work include:
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- Control
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- Death Stranding
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- Devil May Cry 5
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- Ghostrunner
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- Horizon Zero Dawn
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- Metro Exodus
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- Monster Hunter World
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- Resident Evil 2 / 3
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Please refer to the README for supported driver versions.
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