110 lines
4.6 KiB
Markdown
110 lines
4.6 KiB
Markdown
# 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.
|
|
|
|
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.
|
|
|
|
New games added to "kinda works, but expect a lot of jank" list:
|
|
- Cyberpunk 2077 (**)
|
|
|
|
(**): Currently only runs correctly on AMD hardware with RADV and `VK_VALVE_mutable_descriptor_type`.
|
|
As of game version 1.03, this requires the latest Mesa Git build.
|
|
The game has some fatal bugs where it relies on undefined behavior with descriptor management
|
|
which this extension works around by accident.
|
|
The game will start and run on NVIDIA, but just like what happens without the extension on AMD,
|
|
the GPU will randomly hang, making the game effectively unplayable.
|
|
A game update to fix this bug would likely make the game playable on NVIDIA as well.
|
|
Game version 1.04 changed some behavior, and support for this game will likely fluctuate over time as future patches come in.
|
|
|
|
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).
|
|
|
|
Games expected to work include:
|
|
|
|
- Control
|
|
- Death Stranding
|
|
- Devil May Cry 5
|
|
- Ghostrunner
|
|
- Horizon Zero Dawn
|
|
- Metro Exodus
|
|
- Monster Hunter World
|
|
- Resident Evil 2 / 3
|
|
|
|
Please refer to the README for supported driver versions.
|
|
|