VKD3D-Proton 2.7 ‘Fixes Many Previously Unsolvable Issues,’ Improves GPU Performance
An exciting new update has landed for vkd3d-proton. For those who aren’t aware, vkd3d-proton is a part of what makes up Proton, and “aims to implement the full Direct3D API on top of Vulkan.” It probably won’t be long before Proton Experimental or GE-Proton picks up this update. When it does, we will be seeing lots of benefits.
So first off, we have an improved pipeline cache. This release incorporates an “internal ‘magic’ disk cache to enable SPIR-V caching for all games.” The
VK_EXT_shader_module_identifier extension will apparently reduce the on-disk footprint cache by 95%. This helps when the cache needs to be regenerated.
Some optimizations have been made, mostly in the GPU department. GPU performance has been improved in regards to depth render passes, certain floating-point images where UAV usage was enabled, certain use cases of WriteBufferImmediate(), certain access patterns of root descriptors, back-to-back buffer-image copies, and when allocating large zero-cleared resources and heaps. I honestly don’t know what any of that means, but I guess the translation is improved GPU performance in a lot of areas. “Misc things here and there” have been added to reduce overhead.
D3D12 got a couple of new features: mesh shaders, advanced ExecuteIndirect, DirectX Raytracing (DXR) 1.1, shared resources, SV_Barycentrics, and preliminary HDR support. Advanced ExecuteIndirect uses
VK_NV_device_generated_commands, which will allow Halo Infinite to run on RADV and NVIDIA systems (although this game has already been playable for a while now). With some missing features now added to DXR 1.1, Cyperpunk 2077 DXR should work. Keep in mind you’ll need to use the
VKD3D_CONFIG=dxr11 launch parameter in order to make use of DXR 1.1 for now.
Image credit: Eidos-Montreal/Square Enix
Fixes and workarounds have been added for various games. For example, crashes/GPU hangs/flickering has been fixed for Hitman 3, Redout 2, F1 2020/2021/2022, and Guardians of the Galaxy. “Various workarounds for game bugs” have been added for Halo Infinite. “Countless bug fixes for games” are also in here.
Besides all of this, we have improved compatibility with Intel’s ANV driver, improved stability when minimizing/alt-tabbing in and out of certain games that are in fullscreen, and plenty of other additions.
Note that since this release uses four new extensions, you’ll need Mesa 22.0/NVIDIA 510.x drivers or higher. Proton 7.0 stable will stay with vkd3d-proton v2.6. Proton Experimental as well as any future stable Proton release after 7.0 will use v2.7.
Want to try this out before Proton Experimental/GE-Proton incorporates this release? Head over to the Releases page and download the tarball. Extract the 64-bit DLL file (
d3d12.dll) to the same folder where your game’s executable file is located (alternatively, extract the 32-bit version if the game you want to use it with is 32-bit). It probably won’t be long before either Proton Experimental or GE-Proton picks up vkd3d-proton v2.7 though.
See the full patch notes on GitHub. Special thanks to Ruineka for helping translate some of these patch notes for me.
Cover image credit: Codemasters/EA