meta: Update CHANGELOG for 2.4.
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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## 2.4
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This is a release which focuses on performance and bug-fixes.
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### Performance
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- Improve swapchain latency and frame pacing by up to one frame.
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- Optimize lookup of format info.
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- Avoid potential pipeline compilation stutter in certain scenarios.
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- Rewrite how we handle image layouts for color and depth-stencil targets.
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Allows us to remove a lot of dumb
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barriers giving significant GPU-bound performance improvements.
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~15%-20% GPU bound uplift in Horizon Zero Dawn,
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~10% in Death Stranding,
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and 5%-10% improvements in many other titles.
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### Features
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- Enable support for sparse 3D textures (tiled resources tier 3).
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### Bug fixes and workarounds
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- Various bug fixes in DXIL.
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- Fix weird bug where sun would pop through walls in RE: Village.
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- Workaround game bug in Cyberpunk 2077 where certain locales would render a black screen.
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- Fix various bugs (in benchmark and in vkd3d-proton) allowing GravityMark to run.
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- Improve robustness against certain app bugs related to NULL descriptors.
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- Fix bug with constant FP64 vector handling in DXBC.
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- Fix bug where Cyberpunk 2077 inventory screen could spuriously hang GPU on RADV.
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- Add workaround for Necromunda: Hired Gun where character models would render random garbage on RADV.
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- Fix bug in Necromunda: Hired Gun causing random screen flicker.
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- Fix windowed mode tracking when leaving fullscreen. Fix Alt-Tab handling in Horizon Zero Dawn.
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- Temporary workaround for SRV ResourceMinLODClamp. Fix black ground rendering in DIRT 5.
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The overbright HDR rendering in DIRT 5 sadly persists however :(
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- Implement fallback maximum swapchain latency correctly.
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### Development features
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Various features which are useful for developers were added to aid debugging.
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- Descriptor QA can instrument shaders in runtime for GPU-assisted validation.
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Performance is good enough (> 40 FPS) that games are actually playable in this mode.
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See README for details.
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- Allow forcing off CONCURRENT queue, and using EXCLUSIVE queue.
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Not valid, but can be useful as a speed hack on Polaris when `single_queue` is not an option
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and for testing driver behavior differences.
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## 2.3.1
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This is a minor bugfix release to address some issues solved shortly after the last release.
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