1.10.3 / 03-08-2022






A Vulkan-based translation layer for Direct3D 9/10/11 which allows running 3D applications on Linux using WINE.


Most Recent Changes


This is a minor maintenance release for an upcoming Proton release. New Vulkan extensions are not yet required.

Bug fixes and Improvements

  • Added support for shared fences (PR #2608). This is needed for videos in Halo Infinite to work, alongside corresponding wine and vkd3d-proton patches.

  • Fixed a regression introduced in 1.10.2 that would cause rendering issues in various D3D11 games, including Prey, Bioshock Infinite (#2757), and some others.

  • Need For Speed 3: Fixed Modern Patch not working (#1699).

  • Ninja Blade: Fixed alpha test issues (#2745).

  • Stray: Enabled d3d11.ignoreGraphicsBarriers option to work around some GPU-bound performance issues.

  • Ys Origin: Work around stutter with the game's built-in FPS limiter (#2750, PR #2754).


Bug fixes and Improvements

  • Implemented non-seamless cube maps for D3D9 using the VK_EXT_non_seamless_cube_map extension if supported by the driver

  • FIxed an issue with current versions of the Nvidia Vulkan developer driver not using its on-disk shader cache with DXVK

  • Fixed an issue which would cause the state cache file to not be written properly

  • Fixed an issue where incorrect barriers would be emitted for UAV rendering (PR #2696)

  • Fixed an issue where the d3d11.samplerAnisotropy option would apply to the wrong kind of samplers

  • Fixed potential issues when using state caches that were created on a driver with a different feature set

  • Fixed broken stencil resolves in D3D9

  • Fixed build issues on GCC 12.1

  • Optimized UAV clears in D3D11 to allow drivers to use image compression more frequently

  • Optimized performance of in-memory compression for SPIR-V shader code

  • Beyond Good and Evil: Work around missing light shafts (#2680)

  • Day Z: Enabled d3d11.cachedDynamicResources option to work around performance issues (PR #2709)

  • Dead Space: Fixed shadow rendering and added 60 FPS lock to work around game bugs (#2704)

  • Dirt Rally: Fixed potential GPU hang due to game bugs in a shader

  • Godfather: Fixed crash on systems that don't support 16x MSAA (#2590)

  • Limbo: Enable 60 FPS limit to work around game bugs (PR #2566)

  • Majesty 2: Work around game bugs causing issues on integrated GPUs and systems with more than 2GB of VRAM (#1542, #PR 2612)

  • Myst V: Work around an issue when the word "Radeon" is not part of the device name on AMD GPUs (#2661)

  • Onechanbara Z2: Chaos: Fixed particle effects and UI elements not displaying properly (#2701)

  • Planetary Annihilation: TITANS: Fixed crash when creating swap chain on a NULL window (PR #2665), as well as a crash due to creating too many internal worker threads (#2670).

  • Plants vs. Zombies Garden Warfare 2: Work around crash when the game detects an AMD GPU (PR #2700)

  • Return of Reckoning: Work around launcher issues (#2568, PR #2579)

  • Scrapland Remastered: Work around black screen issues (#2398, PR #2574)

  • Small Radios Big Televisions: Work around black screen issue (PR #2646)

  • Sonic Adventure 2: Fixed missing particle effects (#2672, PR #2677)

  • SpellForce Platinum Edition: Fixed crash (#2710, PR #2711)

  • Supreme Commander: Fixed missing particle effects (#2638, PR #2682, PR #2684)

  • Star Wars: The Force Unleashed II: Fixed some particle effects not rencering correctly (PR #2584)

  • Star Wars: The Old Republic: Fixed rendering issues (#2676, PR #2681)



Implemented initial support for shared resources (PR #2516). This fixes video playback in a number of Koei Tecmo games (Atelier series, Nioh 2), as well as the D3D11-based UI in the Windows version of Black Mesa. The required wine patches are currently only available in Proton Experimental. This feature will not be supported on Windows systems.

This feature is still experimental and has not been thoroughly tested on all graphics drivers, so issues are to be expected. Currently, only basic 2D texture sharing between D3D9 and D3D11 is supported when using DXVK for both APIs. API features that are currently not supported include:

  • IDXGIKeyedMutex. Documentation is very poor and it's not clear how an implementation is supposed to behave.

  • Resource sharing with D3D12 applications under vkd3d-proton. This may be added in the future.

  • Resource sharing with Vulkan applications.

Note: The Black Mesa UI flickers heavily when the game is not GPU-bound. This also happens on Windows to some degree and is a game bug.

Bug fixes and Improvements

  • Added an environment variable DXVK_ENABLE_NVAPI to bypass the vendor ID override. Setting it to 1 behaves exactly the same as setting dxvk.nvapiHack = False in the config file, but may allow for better integration into Lutris or the Proton launch script. (#2544)

  • Improved shader code generation when local arrays are used. This may improve performance on Nvidia drivers in some D3D11 games.

  • Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 (#2556). Current FXC versions no longer generate such code.

  • Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views.

  • Fixed various D3D9 issues related to texture uploads (#2559, #2541, #2535).

  • Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues.

  • Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance.

  • God of War: Fixed some issues that started with game patch 1.0.9:Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue.
    Heavy flickering of some lights. Apparently this was also fixed in the game in patch 1.0.11.

  • GTA: San Andreas: Fixed UI rendering issues (#2560)

  • Rayman Origins: Fixed rendering issues (#2545)


Performance improvements

  • Reduced unnecessary worker thread synchronization around resource readbacks for both D3D11 and D3D9. This can significantly increase CPU-bound performance in games like Assassin's Creed: Origins and other titles built on the same engine, with smaller improvements seen in Elex II, God of War, GTA IV and others.

  • When using D3D11_MAP_WRITE on a staging resource that's currently being read by the GPU, DXVK will now attempt to create a copy of that resource in order to avoid GPU synchronization. This improves performance in Quantum Break and potentially other games. This behaviour can be tweaked using the d3d11.maxImplicitDiscardSize option.

  • Optimized UpdateSubresource for small constant buffer updates. This further improves performance in God of War and potentially other games.

  • Improved the way resource uploads and staging buffers are handled in D3D11. This may reduce memory usage and CPU overhead in some games.

  • Added more information to the HUD that can be useful for troubleshooting performance issues: GPU synchronizations per frame, worker thread synchronizations per frame, and pipeline barrier count.

  • GPU synchronization, when necessary, no longer uses busy-waiting, which may reduce power consumption on portable devices in some games.

Bug fixes and Improvements

  • Added a D3D11On12CreateDevice stub so applications using this don't immediately crash (PR #2278).
    Note that supporting D3D11on12 is currently not viable.

  • Version numbers for Intel's Windows driver should now be reported properly.
    Note that using DXVK on this driver is highly discouraged and will likely not work.

  • ArmA 2: Fixed texture-related issues (PR #2477).

  • Black Mesa: Fixed lighting issues.

  • Resident Evil 0, 5, 6, Resident Evil: Revelations 2: Improved performance (PR #2466).

  • Total War: Warhammer III: Significantly improved GPU-bound performance on setups with a dedicated GPU.

Per-game workarounds

Replaced the previous d3d11.apitraceMode option with d3d11.cachedDynamicResources, which provides a more granular way to specify resource types to allocate in cached system memory. Refer to the example dxvk.conf for details. This change was not made for the equivalent D3D9 option yet.

Normally, D3D11_USAGE_DYNAMIC resources are expected to be write-only from the CPU and read-only from the GPU, but despite this, some games perform CPU-side reads on the mapped memory, which can cause severe performance degradation since those reads would have to go over PCI-E, or at least uncached write-combined memory. This is especially problematic on systems with Resizeable BAR and can cause issues even on Windows D3D11 drivers.

Games that will use this option by default include Age of Empires 2: Definitive Edition (#2491), Anno 1800, Final Fantasy XIV, Nier Replicant, The Evil Within (PR #2522), and all games that previously had d3d11.apitraceMode enabled by default.


This is a small maintenance release in preparation for upcoming Proton versions.

  • Fixed an issue that would cause VRAM to not be utilized on RBAR-enabled Nvidia GPUs if the dxvk.shrinkNvidiaHvvHeap option is enabled (#2438).

  • Enabled strict D3D9 float emulation by default on future versions of RADV. This may improve both accuracy and GPU-bound performance (PR #2448).

  • Improved memory allocation behaviour. This may reduce memory usage especially in games that create multiple processes or D3D devices.

  • Removed obsolete options to disable OpenVR support.

  • God of War: Enabled performance optimizations and DLSS support (already included in Proton Experimental).


  • DLSS should now work in supported games in combination with dxvk-nvapi.

  • Optimized D3D9 shader constants by relying on VK_EXT_robustness2 and removed the old app options for games using software vertex processing. (#2282)

  • Added an option for more accurate emulation of D3D9 floating point behaviour and enabled that by default for a bunch of games. (#2294, #2359). This fixes issues in Red Orchestra 2, Dark Souls 2 (original version), Dog Fight 1942, Bayonetta, Rayman Origins, Guilty Gear Xrd and Richard Burns Rally.

  • Fixed a DXGI issue which would sometimes cause games to fail to enter fullscreen mode on some displays that do not support low rates across all resolutions (#2395).

  • Black Mesa: Fixed a regression with shadows. (#2317)

  • Crysis 3 Remastered: Worked around poor performance. (#2339)

  • Euro Truck Simulator: Fixed a shading issue resulting in black geometry (#2312)

  • Injustice Gods Among Us: Fixed missing characters on the character selection screen. (#2332)

  • Rocksmith 2014: Fixed white screen on startup. (#2383)

  • Spliter Cell: Chaos Theory: Fixed brightness with the shader model 3 option. (#2340)

  • Sim City 2013: Fixed rendering.

  • The Guild 3: Fixed artifacts in overview map (#2380).


  • Reduced overall CPU overhead in D3D9.

  • Fixed various failures in wine's D3D9 tests.

  • Fixed various issues when the d3d9.evictManagedTexturesOnUnlock option is enabled.

  • Fixed various issues when the d3d11.relaxedBarriers option is enabled.

  • Call of Cthulhu: Fixed reflection rendering (#2248)

  • Crysis 3, Homefront The Revolution: Worked around poor performance (#2256) (#2241)

  • GODS: Fixed gamma curve (#2250)

  • Total War Medieval 2: Fixed black lines on the world map (#2258) and settings text (#2247)
    The game still crashes when loading battles due to running out of address space.

  • Fantasy Grounds: Fix incorrect rendering (#2251)

  • Need For Speed Heat: Fixed ground textures rendering incorrectly (#1764).

  • Paranormal Files: Fix black screen (#2192)

  • Pathfinder: Wrath of the Rightous: Fixed GPU hang in loading screen. Note that the game itself has further issues loading certain parts of the game, which do not appear to be related to wine or DXVK in any way.

  • Payday: Fix flickering reflections (#2259)

  • Shin Megami Tensei 3: Fixed hang when entering save room (#2161)

  • Sine Mora EX: Added 60 FPS lock (#2261)


Bug fixes and Improvements

  • Fixed a number of performance and stability issues introduced with the D3D9 locking rewrite in 1.9 (#2142, #2149, #2150, #2164, #2168).

  • Rewrote the way staging textures are handled in D3D11. This can reduce memory usage and the number of image copies necessary to move data between the CPU and GPU, and fixes severe performance issues in Roblox on Nvidia GPUs.

  • Removed some workarounds for very old Mesa versions (19.0 and older).

  • Reimplemented locking primitives based on Windows SRW locks. This may be more efficient compared to the winpthreads implementation in mingw builds.

  • Earth Defense Force 5: Work around performance issues caused by the game frequently turning vertical synchronization on and off between frames (#2127)

  • Far Cry 1: Spoof Nvidia GPU in order to enable higher-quality water rendering.

  • Far Cry 5 and other Dunia Engine games: Fixed various issues due to uninitialized memory (PR #2137).

  • GTA IV: Fixed broken app profile that would break the game on Nvidia GPUs.

  • Risen 3: Fixed crash on Nvidia GPUs (#2154).

  • World of Final Fantasy: Forcibly disable MSAA to work around game bugs. Note that this should not impact visual quality since the game only uses MSAA for full-screen passes where it has no effect (#1216, #2136).



  • Implemented basic support for various subsampled YUV texture formats such as NV12, which is used for video playback in some games, as well as basic support for ID3D11VideoProcessor APIs. This is needed for videos in Nier Replicant to play back (#2048), and may also be required for Contra: Rogue Corps (#1676). Note that Nier videos currently do not work with Proton for other reasons.

  • Implemented Conservative Rasterization for supported GPUs, which allows enabling the Nvidia ShadowLibs option in Final Fantasy XV and possibly similar options in other games.

  • Reduced presentation latency by up to one frame under some circumstances. This may help with games that are limited by vertical synchronization, DXGI frame latency settings, or external frame limiters that operate on vkAcquireNextImageKHR (PR #2075).

  • Added a frame rate limiter. This is mostly intended as a workaround for games that do not work correctly at high frame rates, but can also be controlled with an environment variable. Check the README for detais.

Device selection

Software-only Vulkan implementations such as Lavapipe are no longer reported to the application as long as there is a Vulkan-capable GPU present on the system. This should fix issues where games try using Lavapipe over a proper driver on some setups with recent Mesa versions and then crash due to hitting an unsupported texture format.

Lavapipe can now be used with DXVK by manually setting the VK_ICD_FILENAMES environment variable. While some of DXVK's feature requirements have been lifted in order to allow it to run, note that limitations of this driver may still cause some games to crash or render incorrectly, while others (such as The Witcher 3) were tested successfully.

Bug fixes and Improvements

  • Improved texture and buffer uploads in D3D9.

  • Fixed the Origin overlay not showing up when using DXVK's DXGI implementation (#1996).

  • Disabled Wine Gecko/Mono installers showing up when using install script.

  • Disabled a workaround to reduce the amount of random crashes on Nvidia drivers since the underlying driver issue was fixed in the 465.xx releases (#1963), which may improve performance in some games.

  • Fixed precision issues in shaders that do not have the refactoringAllowed flag set.

  • Fixed some potential issues around image clears that could lead to artifacting or broken rendering.

  • Fixed an issue where games with upper-case file extensions may create duplicate logs or cache files (#2079).

  • Fixed monitor layout issues when restoring display modes on multi-monitor setup (#2064).

  • Fixed a bug in D3D9 where child windows did not have their positions converted relative to their parents (#1958).

  • Removed workarounds specific to RADV with the LLVM shader compiler. Please use the ACO backend instead (default since Mesa 20.2).

  • Further reduced the size of state cache files. State caches from previous DXVK versions will be converted automatically.

  • Debugging symbols now work in GDB with wine-reload (4kb file alignment)

  • Misc. vector/matrix math fixes and optimizations in D3D9.

  • Atelier Mysterious Trilogy Deluxe Pack, Dal Segno and Nights of Azure: Added the usual white screen workaround (#2035, #2022, #2044).

  • Days Gone: Implemented missing DXGI frame statistics functions in order to fix very low frame rates (#2065).

  • Demon Stone: Work around the game breaking at >60fps (#2103).

  • Dragon Quest Builder 2: Fixed an issue where the game would immediately run out of system memory (PR #1995).

  • Final Fantasy XIII, Spec Ops: The Line: Fixed a bug with some postprocessing effects on NVIDIA.

  • GTA IV re-release: Work around incorrect VRAM amounts being shown when nvapi and atidlxx libraries are not present as it assumes all GPUs to be Intel IGPs with unified memory in that case.

  • Halo 2: Fixed fog rendering issues (#2059).

  • Kohan II: Fixed out-of-memory crash on startup (#2030).

  • Nier Replicant: Enabled 60 FPS limit to work around issues with the game running too fast, and enforced full-rate vertical synchronization in order to work around related issues with the game sometimes being stuck at weird frame rates.
    Note that AMD RX 5000 and 6000 series GPUs may need to be put into high performance mode manually in order to fix performance issues caused by aggressive power management.

  • Second Sight: Fixed missing UI (#2056).

  • TrackMania Forever: Fixed rendering issues introduced in DXVK 1.8.

Show Previous Changes


  • Bug fixes and Improvements

  • Fixed a regression that would cause a number of D3D9 games to crash when changing the resolution or during startup.

  • Improved performance in many D3D9 games when using MSAA on RADV.

  • Improved presentation logic for MSAA swap chains, which are common in older D3D9 games.

  • Mafia II: Work around shadows being broken when the game thinks it's running on an AMD GPU.

  • Warhammer Online: Work around the game trying to use unsupported image formats. (#1296)


Bug Fixes and Improvements

  • Fixed some build system warnings with newer Meson versions.

  • CPU-based Vulkan implementations such as Lavapipe will now always be enumerated last. This should avoid issues on systems without a dedicated GPU where games could potentially default to a CPU rasterizer.

  • Optimized image layout transitions, which may improve performance on Intel GPUs in some games.

  • D3D9: Improved performance of texture uploads and occlusion queries in some cases.

  • D3D9: Fixed an issue where supported back buffer formats would be reported incorrectly.

  • DXGI: Enabled multi-monitor support. This requires a relatively recent Wine version with XRandR 1.4 support to work correctly.

  • D3D11: Fixed a number of reference counting issues that could potentially lead to stability issues (PR #1887, PR ##1888).

  • D3D11: Improved correctness of NaN handling in shaders with VK_KHR_shader_float_controls, and removed most app workarounds setting d3d11.enableRtOutputNanFixup.

  • Enabled d3d11.enableRtOutputNanFixup by default on older RADV versions.

  • Enabled d3d11.invariantPosition option by default to fix common Z-fighting issues, especially on RDNA2 GPUs.

  • Atelier Ryza 2: Added workaround for video playback breaking D3D11 rendering, like in other games of the series.

  • Battle Engine Aquila: Fixed broken textures (PR #1759).

  • Dark Messiah of Might & Magic: Work around out-of-memory issues on startup.

  • Everquest: Work around performance issues.

  • F1 2018/2020: Work around broken compute shaders causing artifacts on AMD drivers, similar to F1 2019 (#1897).

  • Hitman 3: Work around AMDAGS issues on AMD GPUs similar to Hitman 2 (PR #1909).

  • Mega Man Legacy Collection 2: Fixed rendering issues (#1922).

  • Nioh 2: Work around black screen issues.

  • Tomb Raider Legend: Work around performance issues (#1685).


Bug fixes and Improvements

  • Added support for new DXGI interfaces introduced in Windows 10 version 1809.

  • Added an option to scale the HUD on high-DPI displays. Refer to the README for details. (#771)

  • Changed generated D3D11 shader code to allow drivers to optimize away texture operations in case no texture is bound.

  • Fixed some old D3D9 games crashing on RADV due to invalid shader code.

  • Fixed Vulkan validation errors when the HUD is active.

  • Optimized away redundant render target clears in some games to potentially increase performance.

  • Indirect draw batching can now work with arbitrary strides. This may slightly reduce the draw call count in Trine 4.

  • EverQuest 2 Fixed broken cloth rendering on Nvidia. (#1832)

  • Trine 4: Fixed rendering issues that would occur on some Nvidia GPUs as well as on RADV. (#1816)

Note: Build requirements have changed to MinGW 8.0 since new headers are required for the DXGI changes. Building on older versions will fail with messages about IDXGIFactory7 not being declared. Do not confuse the MinGW version with the GCC version provided by MinGW.


Bug fixes and Improvements

  • Added support for new DXGI interfaces introduced in Windows 10 version 1809.

  • Added an option to scale the HUD on high-DPI displays. Refer to the README for details. (#771)

  • Changed generated D3D11 shader code to allow drivers to optimize away texture operations in case no texture is bound.

  • Fixed some old D3D9 games crashing on RADV due to invalid shader code.

  • Fixed Vulkan validation errors when the HUD is active.

  • Optimized away redundant render target clears in some games to potentially increase performance.

  • Indirect draw batching can now work with arbitrary strides. This may slightly reduce the draw call count in Trine 4.

  • EverQuest 2 Fixed broken cloth rendering on Nvidia. (#1832)

  • Trine 4: Fixed rendering issues that would occur on some Nvidia GPUs as well as on RADV. (#1816)

Note: Build requirements have changed to MinGW 8.0 since new headers are required for the DXGI changes. Building on older versions will fail with messages about IDXGIFactory7 not being declared. Do not confuse the MinGW version with the GCC version provided by MinGW.


Bug fixes and Improvements

  • Fixed a major D3D9 regression that would cause crashes in many games.

  • Fixed D3D9 crashes on AMDVLK due to invalid Vulkan API usage (#1742).

  • Work around stack overflows in some 32-bit D3D9 games.

  • Added workarounds for rendering issues on AMD drivers in some Unity Engine games.

  • Work around Unicode support on Windows being garbage (PR #1761).

  • Log file creation can now be disabled by setting DXVK_LOG_PATH=none, but logs will still be printed to stderr (#1743).

  • Baldur's Gate 3: Fixed crash after character selection screen in D3D11 mode.

  • Final Fantasy XIV: Improved stability on recent Nvidia drivers.

  • Just Cause 3: Work around a game bug causing flickering terrain on RADV (#1553).

  • Marvel's Avengers: Fixed spurious crashes due to invalid resource copies.

  • Need for Speed Heat: Fixed some Vulkan validation errors.

  • PGA TOUR 2K21: Fixed Vulkan validation errors and potential crashes.

  • Trails in the Sky SC: Fixed fog rendering (#1771).


Bug fixes and Improvements

  • VK_EXT_4444_formats is now used on supported drivers to resolve potential issues with sampler border colors on Intel hardware.

  • VK_EXT_extended_dynamic_state is now used on supported drivers to implement out-of-bounds vertex buffer access behaviour correctly.

  • Minor performance improvements.

  • Implemented NV12 video format support for D3D9. This should make the GeForce Now app usable with DXVK.

  • Implemented missing shader instruction for D3D9 to fix shadow rendering in a number of games.

  • Anarchy Online: Fixed an out-of-memory error.

  • Metro Exodus: Added missing DXGI entry points required to run the game.

  • Observation: Work around a game bug causing rendering issues on RADV.

  • Resident Evil 7: Disabled relaxedBarriers option again due to rendering issues.

  • Serious Sam 2 and others: Fixed incorrect water reflections.

  • SpellForce 2: Work around black water ripples.

  • Timeshift: Fixed shadows

  • TrackMania: Fixed water and other rendering issues.

  • Work around performance issues in Darksiders: Warmastered Edition (#1719) and Monster Hunter World on AMD and recent Nvidia drivers.

  • Work around Z-fighting issues in Borderlands 3, Halo, Halo CE, Mafia III: Definitive Edition, Terminator: Resistance.


New Vulkan extensions

On supported drivers, the following extensions are now used:

  • VK_EXT_custom_border_color is now used to support for arbitrary sampler border colors, which fixes issues in many Direct3D 9 games including Crysis and Halo 2 Vista (#1612).

  • VK_EXT_robustness2 is used to handle out-of-bounds access to resources the same way as D3D11 does.

Wine 5.8 is needed for winevulkan support, as well as the following drivers:

  • AMD, Intel: Mesa 20.2 (current development version)

  • Nvidia: 440.66.12 (Vulkan developer beta)

Bug fixes and Improvements

  • Optimized render target clears and barriers, which may slightly improve GPU-bound performance in a number of games.

  • On drivers that do not support a dedicated transfer queue (primarily RADV), the compute queue will now be used for asynchronous resource uploads in D3D11 games.

  • Implemented some DXGI 1.6 functionality for future versions of World of Warcraft.

  • Reduced memory usage especially in D3D9, which may help with out-of-memory errors in certain games such as Toxikk. Note that this is not a solution for the general 32-bit address space problem (#1318).

  • Fixed Vulkan validation errors in Cloudpunk and other games using buffer resources incorrectly.

  • Fixed build on GCC 10.1 (#1620).

  • Fixed various D3D9 issues.

  • Reworked the dxgi.tearFree option, see PR #1606 for details.

  • Fallout New Vegas: Fixed white pixel artifacts

  • Freelancer: Fixed texturing issues (#1603).

  • GTA IV: Fixed HUD rendering issues (#1608, PR #1626).

Build system changes

Support for winelib builds was dropped, due to maintenance issues and incompatibility with some distributions (see #1584). This makes MinGW a hard requirement for building DXVK.

Please note that mingw-w64-binutils 2.34 currently leads to broken builds; see #1625 for details and a fix for the issue.


Bug fixes and Improvements

  • Configuration options now accept the "..." syntax, e.g. d3d9.customDeviceDesc = "ATi Rage 128" (#1567).

  • Added dxgi.tearFree option to enforce the Mailbox present mode when Vsync is disabled, which should prevent tearing. May not work on all setups.

  • Fixed various issues causing incorrect rendering or crashes in D3D9.

  • Fixed Vulkan validation errors on Nvidia systems.

  • Fixed an issue with the setup script not working on Wine 5.6 due to a winepath regression.

  • Implemented missing DXGI functionality for some SpecialK mods. (#1544)

  • Blue Reflection: Work around game bug causing rendering issues. (#1574)

  • Battlefield 2: Work around a game bug causing black terrain. (#1558)

  • Crysis: Fixed a crash when loading certain levels in D3D9 mode. (#1528)

  • Half-Life Alyx: Fixed incorrect integer division-by-zero handling resulting in distorted geometry.

  • Heavy Rain: Improved performance on Nvidia GPUs. (#1575)

  • L.A. Noire: Fixed crash on startup. #1564

  • Prince of Persia: Fixed incorrect rendering on RADV. (#1537)

  • Yooka-Laylee and the Impossible Lair: Work around rendering issues on AMD drivers.


D3D10 changes

The D3D10 helper libraries d3d10.dll and d3d10_1.dll are no longer installed by default, as only d3d10core.dll and d3d11.dll are needed for DXVK to support D3D10 (on Windows, dxgi.dll must also be used). This opens up the option to use Wine's implementation of the D3D10 effects framework, which is needed by some games.

Note: This works best on Wine 5.3 or newer. The existing DXVK implementation can still be used, refer to the README for details.

Bug fixes and Improvements

  • Minor D3D9 performance improvements

  • Apparently fixed a crash when capturing apitrace snapshots (?) (#1511)

  • Fixed a crash in some Source 2 titles using their D3D9 renderer

  • Fixed redundant display mode changes (#1489, #1494)

  • Fixed videos in some games showing a green frame (Joshua-Ashton/d9vk#424)

  • A Hat in Time: Fixed a regression where the output would be badly scaled when changing resolution

  • Dead Space: Fixed black square artifacts (#1484)

  • DoDonPachi Resurrection: Fixed crash on startup (#1508)

  • Dragon's Dogma: Fixed fullscreen issues (#1502)

  • Star Wars: Republic Commando: Implemented missing image formats (#1430)

  • Yomawari: Midnight Shadows: Fixed crash on startup (#1507)


Bug fixes and Improvements

  • Implemented some missing D3D9 features

  • Improved D3D9 compatibility with older Intel hardware (#1455)

  • Fixed a regression which caused flickering in some D3D9 titles on Intel ANV (#1451, #1471)

  • Fixed a bug where windows not matching the back buffer in size would produce pixelated output in D3D9 games

  • Fixed a potential GPU hang that could happen if a game uses D3D9 dialog mode (#1330)

  • Fixed crashes and incorrect rendering when using the d3d9.evictManagedOnUnlock option. This is useful for Skyrim with a large number of mods as an alternative to ENBoost.

  • Fixed incorrect behaviour with D3D11 line tessellation.

  • Book of Demons: Fixed white textures and UI issues (#1420)

  • Close Combat: Fixed the UI not rendering (#1434)

  • Cross Racing Championship: Fixed flickering water (#1450)

  • Dungeons and Dragons: Temple of Elemental Evil: Fixed flickering fire (#1444)

  • Elite Dangerous: Fixed an issue with the launcher resetting the D3D9 device every frame when multiple monitors are in use (#1408)

  • Evil Genius: Fixed a reference counting bug that would lead to error messages (#1417)

  • F1 2019: Work around a game bug causing rendering issues on RADV.

  • Hyperdimension Neptunia U Action Unleashed: Fixed character models not rendering (#1428)

  • Just Cause 1: Fixed a regression where the game would crash on startup (#1464)

  • Lumino City: Fixed an issue potentially causing GPU hangs (#1462)

  • Saint's Row III / IV: Work around a Z-fighting issue with the D3D11 renderer.

  • Shade Wrath of Angels: Fixed character rendering (Joshua-Ashton/d9vk#295)

  • Sins of a Solar Empire: Fixed an endless recursion that could happen in some titles using SetCursorPosition (#1400)

  • Rocket League: Fixed a potential crash with the experimental D3D11 renderer.

  • Vampire: The Masquerade Bloodlines: Improved performance.


Bug fixes and Improvements

  • Fixed another regression that affects multiple D3D9 games (#1399)

  • Anno 1701: Fixed incorrect texture filtering near undiscovered map areas (#1412)

  • E.Y.E: Divine Cybermancy: Fixed rendering issues when aiming (#1392)

  • Forgotten Realms: Demon Stone: Fixed textures not showing up (#1409)

  • King's Bounty: Fixed incorrect water rendering (#1387)

  • The Witcher: Fixed clouds not rendering (#1402)


Bug fixes and Improvements

  • Fixed a potentially critical D3D9 regression introduced in 1.5.2.

  • Fixed some Vulkan validation errors in D3D9 applications

  • Improved GPU-limited D3D9 performance on some drivers, e.g. in A Hat in Time.

  • D3D10 apps will now be recognized as such by the HUD instead of being shown as D3D11.

  • Mafia II: Fixed shadow rendering issues (#1294)

  • Skyrim: Fixed rendering issues caused by broken ENB shaders

  • Torchlight: Fixed rendering issues in the menu (#1378)



Vulkan 1.1 is now required, which means that very old drivers will no longer be able to run DXVK:

  • AMD / Intel: Mesa 17.3 and older

  • Nvidia: 390.xx and older

Additionally, the Vulkan loader installed on the system must support Vulkan 1.1.

Note that having an incompatible driver installed, even alongside more recent versions, may cause Vulkan initialization failure or application crashes on startup. Remove any such drivers when running into issues.

The reason for this change is that the Vulkan 1.0 fallback path was largely untested and did not always work correctly, removing it also allowed for a minor code cleanup.

Bug fixes and Improvements

  • Implemented some missing D3D9 swap chain functionality to allow various applications to run, including the ATi ToyShop demo, Atelier Sophie (#1341) and Dynasty Warriors 7 (#1361).

  • Various D3D9 bug fixes and minor performance and memory optimizations

  • Added d3d9.forceSwapchainMSAA option to force MSAA on D3D9 swap chain images.

  • Enabled d3d9.deferSurfaceCreation for a large number of D3D11 games in the Atelier series to fix the menu not showing up. Requires the use of both DXVK's D3D11 and D3D9 implementations.

  • Dragon Age Origins: Fixed some Vulkan validation errors

  • Entropia Universe: Added d3d11.invariantPosition option to fix Z-fighting issues on some graphics drivers (#1364)

  • Ferentus/Herrcot/Xiones: Fixed sky rendering as well as a minimap regression (Joshua-Ashton/d9vk#306)

  • Gothic 3: Disabled d3d9.supportDFFormats option to fix shadow rendering (#1367)

  • Tales of Vesperia: Fixed a race condition causing frequent crashes, which was introduced in DXVK 1.4.5.

  • TrackMania United Forever: Fixed unnecessary CPU <> GPU synchronization to improve performance (#1363)

  • Vampire The Masquerade: Bloodlines: Fixed rendering issues with refractive windows

  • Warriors Orochi 4: Fixed a minor discrepancy in D3D11 query tracking due to a series of game bugs


Bug Fixes and Improvements

  • Overall D3D9 performance improvements

  • Improved depth bias implementation in D3D9. This fixes rendering issues like missing shadows and decals in a lot of titles.

  • Fixed a bug where some D3D9 games would crash with a divide by zero error on launch

  • Fixed incorrect specular rendering in many D3D9 games using Pixel Shader 1.x

  • Restored functionality of the dxvk.hud configuration option which was accidentally removed in 1.5. (#1279)

  • Tweaked number of threads used for pipeline compilation. This was done to reduce the performance impact on common 6-core and 8-core CPUs while also allowing newer CPUs with more than 12 cores to use more threads.
    Note that this can still be customized with the dxvk.numCompilerThreads option.

  • GTA V: Fixed a regression that would cause extremely poor performance when enabling Vsync in full-screen mode (#1314)

  • Halo CE: Fixed shield and glass rendering in Halo and Halo CE (#1309)

  • Need For Speed: Carbon: Fixed blur effect (#1295)

  • Risen 2: Fixed inventory in not rendering (#1290)

  • Sims 4: Fixed a crash when changing to/from fullscreen (#1304)

  • Trackmania Forever: Fixed crash on startup (#1278)

  • Vampire The Masquerade: Bloodlines: Fixed an issue with the game window being a small box when using fullscreen mode with a non-native resolution.


D3D9 support

D9VK is now part of DXVK, which means that D3D9 games are now supported by default. Refer to the pull request for details and planned future work, and beware of frogs.

For future bug reports, please clarify which API is used by the game in question.

Bug fixes on top of D9VK 0.40.1

  • Fixed some memory and resource leaks in state blocks, deletion and device resetting

  • Dark Souls: Prepare to Die Edition: Fixed a black screen issue that occured on some drivers

HUD improvements

  • Improved overall appearance of the HUD and fixed an issue with some glyphs being placed incorrectly.

  • Memory allocation statistics now show the amount of memory allocated per Vulkan memory heap, which allows distinguishing between video memory and system memory allocations.

  • Fixed an issue where the draw call and queue submission statistics would be updated before the current frame has finished processing, leading to inaccurate numbers.

  • Draw call and queue submission statistics are now updated every 0.5 seconds to make them more readable.

Bug fixes and Improvements

  • Atelier Ryza: Enabled workaround for a black screen issue caused by the game's D3D9 usage when trying to play back intro videos. Requires both D3D9 and D3D11.

  • Crysis 3: All GPUs are now reported as Nvidia GPUs by default. This enables the game to use a fast path with considerably lower CPU overhead, but may cause a small performance hit on certain Nvidia GPUs in GPU-bound scenarios. Note that it might be necessary to disable the loading of nvapi.dll in your wine prefix when using wine-staging.

  • Fifa 19: Fixed crash caused by a missing DXGI function (#1268).

  • Halo MCC: Reduced the number of log messages being generated due to invalid D3D11 API usage.

  • Star Citizen: Fixed a regression introduced in DXVK 1.4.3 causing lighting issues (#1262).


Update: Builds updated with 1ae7d4b to work around potential game crashes when the state cache is enabled, see #1266. The root cause is currently unknown and might be a driver bug.

Bug fixes and Improvements

  • Fixed a bug potentially causing crashes during display mode changes or when closing a game.

  • Fixed an issue that would cause CPU-limited performance to degrade over time, especially in workloads involving Deferred Contexts.

  • American Truck Simulator / Euro Truck Simulator 2: Fixed rendering issues (#1250)

  • Final Fantasy XIV: Fixed radial blur not working due to a division-by-zero workaround.

  • Warcraft III Reforged: Implemented missing DXGI features to allow the game to run (#1252)



  • Enabled asynchronous presentation on all GPUs, and removed the dxvk.asyncPresent option. Previously, this option was disabled on Nvidia GPUs due to sporadic GPU hangs. If you still encounter issues, please make sure to use a recent driver version, and also test the current Vulkan developer beta (435.27.07) if possible.

  • Reduced the amount of thread synchronization around occlusion queries in order to improve multithreading efficiency.

These changes may improve CPU-bound performance in Final Fantasy XIV and other games that are at least partially bottlenecked by draw call throughput.

Bug fixes and Improvements

  • Fixed occational hangs on Nvidia GPUs when resizing the game window.

  • Fixed possible crashes when using Wine's DXGI implementation (PR #1240).

  • Re-implemented constant buffer range check for Nvidia GPUs to use storage buffers instead of uniform buffers in order to match D3D11 behaviour.

  • Dirt Rally: Fixed GPU hang on RADV caused by uninitialized UAV counters.

  • Earth Defense Force 4.1: Fixed issue with certain objects and HUD elements not rendering (#1242).

  • Final Fantasy XV: Fixed severe performance degradation when the Geomapping option is enabled, caused by a game bug.

  • Metal Gear Solid V: Disabled loading of OpenVR DLLs to work around a weird issue with all rendering being flipped vertically (#1245).

  • Metro 2033: Fixed rendering issues when Depth of Field is enabled, caused by a game bug.


Bug fixes and Improvements

  • Fixed a bug introduced in DXVK 1.4.3 where invalid state cache entries would be generated in some cases, leading to invalid Vulkan API usage. Any broken entries will be removed from the cache automatically.

  • Fixed Vulkan validation errors with geometry shaders not declaring an invocation count.

  • Fixed potential read-after-write hazards involving vertex and index buffers.

  • Minor optimizations for Stream Output and Append/Consume buffers (used e.g. by Unity Engine).

  • Reduced memory footprint of small, frequently-updated buffers.

  • Removed useless d3d10.enable configuration option.

  • Skyrim SE: Worked around multiple ENB bugs to fix crashes (#865)

  • Saints Row 3/4 and Titan Quest: Added workaround for flickering issues on Nvidia (PR #1233)


Bug fixes and Improvements

  • Implemented a new state cache file format which will lead to significantly smaller files. State caches from previous DXVK versions will be converted automatically.

  • Further reduced CPU overhead, particularly in games with a large number of different shaders.

  • Fixed incorrect barriers in case graphics shaders write to UAVs.

  • Fixed incorrect MSAA sample positions being reported to shaders.

  • Fixed some MSVC compiler warnings (#1218).


Bug fixes and Improvements

  • Minor reduction of CPU overhead

  • Fixed a minor performance regression introduced in 1.4.1 in GPU-bound scenarios.

  • Fixed a case of incorrect NaN behaviour in shaders.

  • Fixed various minor DXGI issues to improve pass rate in wine tests.

  • Call of Duty: Modern Warfare Remastered: Report all GPUs as Nvidia to work around game crashes.