From 0cc374e0f8dc9bccf4500ef3c21f50a8e9fcf59e Mon Sep 17 00:00:00 2001 From: Hans-Kristian Arntzen Date: Mon, 7 Dec 2020 17:08:50 +0100 Subject: [PATCH] meta: Add changelog for 2.1. Signed-off-by: Hans-Kristian Arntzen --- CHANGELOG.md | 36 ++++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 7299fe7b..ca075551 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,41 @@ # Change Log +## 2.1 + +This release fixes various bugs (mostly workarounds) and improves GPU-bound performance. + +New games added to "expected to work" list: + - The Division (was working already in 2.0, but missing from list) + - AC: Valhalla (*) + +(*): Game requires full D3D12 sparse texture support to work. +Currently only works on NVIDIA drivers. +RADV status remains unknown until support for this feature lands in Mesa. + +Bug fixes and workarounds: + - Fix various implementation bugs which caused AC: Valhalla to not work. + - Work around game bug in Death Stranding where accessing map could cause corrupt rendering. + (Several games appear to have the same kind of application bug.) + - Fix corrupt textures in Horizon Zero Dawn benchmark. + - Fix SM 6.0 wave-op detection for Horizon Zero Dawn and DIRT 5. + - Work around GPU hangs in certain situations where games do not use D3D12 correctly, + but native D3D12 drivers just render wrong results rather than hang the system. + - Fix invalid SPIR-V generated by FP64 code. + - Fix crash with minimized windows in certain cases. + +Performance: + - ~15% GPU-bound uplift in Ghostrunner. Might help UE4 titles in general. + - Slightly improve GPU bound performance when fully GPU bound on both AMD and NVIDIA. + - Slightly improve GPU bound performance on RADV in various titles. + - Reduce multi-threaded CPU overhead for certain D3D12 API usage patterns. + - Add support for `VK_VALVE_mutable_descriptor_type` which + improves CPU overhead, memory bloat, and avoids potential memory management thrashing on RADV. + Also avoids GPU hangs in certain situations where games misuse the D3D12 API. + +Misc: + - Implement `DXGI_PRESENT_TEST`. + - Fix log spam when `DXGI_PRESENT_ALLOW_TEARING` is used. + ## 2.0 This initial release supports D3D12 Feature Level 12.0 and Shader Model 6.0 (DXIL).