meta: Add CHANGELOG for 2.6.
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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## 2.6
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It has been a long while since 2.5, and this release rolls up a lot of fixes, features and optimizations.
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### Fixes
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- Fix black screen rendering bug in Horizon Zero Dawn after latest game updates.
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- Fix crashes on startup in Final Fantasy VII: Remake and Warframe.
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- Fix crashes in Guardians of the Galaxy when interacting with certain game objects.
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- Fix hang on game shutdown in Elden Ring.
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- Fix broken geometry rendering in Age of Empires: IV.
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### Optimization
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- Improve generated shader code for vectorized load-store operations in DXIL.
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- Greatly reduce CPU overhead for descriptor copy operations,
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which is a key contributor to CPU overhead in D3D12.
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### Features
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#### Pipeline library rewrite
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Support D3D12 pipeline libraries better where we can now also cache
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generated SPIR-V from DXBC/DXIL.
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Massively reduces subsequent load times in Monster Hunter: Rise,
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and helps other titles like Guardian of the Galaxy and Elden Ring.
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Also lays the groundwork for internal driver caches down the line for games which do not use this API.
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Also, deduplicates binary blobs for reduced disk size requirements.
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#### Shader models
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Shader model 6.6 is now fully implemented. This includes support for:
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- ResourceDescriptorHeap[] direct access
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- 64-bit atomics
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- IsHelperLane()
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- Compute shader derivatives
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- WaveSize attribute
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- Packed math intrinsics
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#### Minor features
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- Handle API feature MinResourceLODClamp correctly if `VK_EXT_image_view_min_lod` is supported.
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- Expose CastFullyTypedFormat feature.
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- Expose some advanced shader features on Intel related to UAV formats (`VK_KHR_format_feature_flags2`).
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- Support COLOR -> STENCIL copies.
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### Workarounds
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- Workaround DEATHLOOP not emitting synchronization commands correctly. Fixes menu flicker on RADV.
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- Workaround quirky API usage in Elden Ring. Removes many kinds of stutter and chug when traversing the scenery.
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- Workaround certain environments failing to create Vulkan device if some `VK_NVX_*` extensions are enabled.
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- Workaround glitched foliage rendering in Horizon Zero Dawn after latest game updates.
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- Workaround some questionable UE4 shaders causing glitched rendering on RADV.
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### Note on future Vulkan driver requirements
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2.6 is expected to be the last vkd3d-proton release before we require some newer Vulkan extensions.
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`VK_KHR_dynamic_rendering` and `VK_EXT_extended_dynamic_state`
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(and likely `dynamic_state_2` as well) will be required.
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`VK_KHR_dynamic_rendering` in particular requires up-to-date drivers and the legacy render pass path
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will be abandoned in favor of it. Supporting both paths at the same time is not practical.
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Moving to `VK_KHR_dynamic_rendering` allows us to fix some critical flaws with the legacy API
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which caused potential shader compilation stutters and extra CPU overhead.
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## 2.5
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This is a release with a little bit of everything!
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