changelog: Update for 2.2.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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Hans-Kristian Arntzen 2021-02-19 11:50:30 +01:00
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# Change Log
## 2.2
This release is mostly a maintenance release which fixes bugs and regressions.
It also unblocks significant future feature development.
### Workaround removals
- Replace old `force_bindless_texel_buffer` workaround with
a more correct and performant implementation.
Death Stranding and Cyberpunk 2077 (and probably other games as well) do the right thing by default without the hack now.
- Remove old workaround `disable_query_optimization` for occlusion queries which was enabled for AC: Valhalla,
and is now replaced by a correct and efficient implementation.
#### Cyberpunk 2077 status
From recent testing on our end, it is unknown at this time if `VK_VALVE_mutable_descriptor_type` is still required for
Cyberpunk 2077. Manual testing hasn't been able to trigger a GPU hang.
The memory allocation rewrite in 2.2 can plausibly work around some of the bugs that `VK_VALVE_mutable_descriptor_type` fixed by accident.
The bugs in question could also have been fixed since release day, but we cannot prove this since the bug is completely random in nature.
### Regression fixes
- Fix regression in Horizon Zero Dawn for screen space reflections on water surfaces.
### Stability fixes
- Greatly improve stability on Polaris or older cards for certain titles.
Crashes which used to happen in Horizon Zero Dawn and Death Stranding seem to have disappeared
after the memory allocation rewrite.
GPU memory usage should decrease on these cards as well.
- DIRT 5 can get in-game now due to DXIL fixes, but is not yet playable.
### New features
- Add support for Variable Rate Shading tier 1.
### Future development
DXR is not yet supported, but has seen a fair bit of background work.
- Basic DXR pipelines can be created successfully.
- Memory allocation rewrite in 2.2 unblocks further DXR development.
## 2.1
This release fixes various bugs (mostly workarounds) and improves GPU-bound performance.