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