# DXVK v2.6 — Version 2.6 - Product: DXVK (https://whatsnew.fyi/product/dxvk) - Vendor: Philip Rebohle - Date: 2025-03-13 - Version: v2.6 - Original notes: https://github.com/doitsujin/dxvk/releases/tag/v2.6 - Permalink: https://whatsnew.fyi/product/dxvk/releases/v2.6 - Labels: Platforms: Windows, Linux What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Add Nvidia Reflex support for D3D11 games when running Proton Experimental with compatible Nvidia drivers supporting VK_NV_low_latency2 - **added** — Add support for the ID3D11On12Device1 interop interface - **changed** — Remove d3d11.dcSingleUseMode option and make deferred command list submission behave as expected by default - **changed** — Improve GPU-bound performance in games using NVAPI UAVOverlap feature by making the implementation less conservative - **changed** — Improve GPU-bound performance in modern games that extensively use pixel shader UAVs - **changed** — Reduce CPU overhead in games using resource binding methods inefficiently - **changed** — Rework Vulkan swapchain implementation to be more robust - **changed** — Improve efficiency of multisample resolves on tiling GPUs - **changed** — Optimize resource initialization to use asynchronous transfer queue and eliminate additional memory usage on drivers supporting Vulkan sparse residency features - **fixed** — Work around common game bug causing garbled output on Nvidia when using MSAA in games like Assassin's Creed 3, Black Flag, Watch Dogs, and Stalker: Clear Sky - **fixed** — Fix layered D3D11 video processor view creation - **fixed** — Fix Clanfolk missing geometry issue on Intel GPUs - **fixed** — Fix Kingdom Come: Deliverance invalid Vulkan usage - **fixed** — Work around Watch Dogs 2 sky flickering issue on RDNA3 GPUs - **fixed** — Fix race condition that could lead to crashes in D3D8/D3D9 games doing multi-threaded asset loading - **fixed** — Fix various issues occurring when disabling shader support via d3d9.shaderModel option - **fixed** — Fix D3D8/D3D9 games using both software and hardware cursors not transitioning between the two smoothly - **fixed** — Fix regression causing textures to not bind correctly in some D3D8/D3D9 games - **fixed** — Fix D3D8/D3D9 games requesting half-rate Vsync running at quarter-rate instead - **fixed** — Fix memory allocation errors on certain unified memory setups including Qualcomm proprietary driver ##### D3D10 / D3D11 ###### Nvidia Reflex support When running Proton Experimental and an Nvidia driver with `VK_NV_low_latency2` support, Reflex can now be enabled in D3D11 games that support this feature. This includes **God of War**, **Overwatch 2**, **Quake Champions** and some others. Approximate input latency can be displayed in these games by setting `DXVK_HUD=latency`. **Note**: Reflex does **not** work in most Unreal Engine 4 games in D3D11 mode since `LatencySleep` and other related functions never get called. This cannot be worked around inside DXVK; prefer using D3D12 for affected games. ###### Bug fixes and Improvements - Worked around a common game bug that would cause garbled output on Nvidia when using MSAA. (#4480, PR #4731) This affects games such as **Assassin's Creed 3 / Black Flag**, **Watch Dogs**, **Stalker: Clear Sky**, and others. **Note:** This may have a small impact on performance and memory usage in affected games, including on AMD GPUs, where this issue did not manifest in rendering issues due to hardware details. - Potentially improved GPU-bound performance in games that use NVAPI UAVOverlap feature, such as **Baldurs Gate 3**. While this feature was supported before, our previous implementation was too conservative. (PR #4691) **Note:** Like other vendor extensions, this does not work on Windows. - Removed `d3d11.dcSingleUseMode` option. Submitting deferred command lists multiple times will now behave as expected by default. **Note:** This may increase memory usage in some games. Fixes rendering issues in **Cardfight!! Vanguard Dear Days 2**. - Slightly improved GPU-bound performance in modern games that extensively use pixel shader UAVs, such as **Trine 5**. (PR #4693) - Slightly reduced CPU overhead in some games that use resource binding methods inefficiently, such as **God of War**. - Fixed layered D3D11 video processor view creation. (PR #4651) - Added support for the `ID3D11On12Device1` interop interface. - **Clanfolk**: Worked around a game bug that would cause missing geometry on Intel. (PR #4716) - **Kingdom Come: Deliverance**: Fixed a case of invalid Vulkan usage. (PR #4684) - **Watch Dogs 2**: Worked around a game bug that would cause the sky to flicker on RDNA3 GPUs. (PR #4717) ##### D3D8 / D3D9 - Fixed a race condition that could lead to crashes in games doing multi-threaded asset loading. (#4613, PR #4646) - Fixed various issues that would occur when disabling shader support via the `d3d9.shaderModel` option. (#4625, PR #4629) - Fixed an issue where games using both software and hardware cursors would not transition between the two smoothly. (PR #4670) - Fixed a regression that would cause textures to not be bound correctly in some games. (PR #4694) - Fixed an issue where games that request half-rate Vsync would run at quarter-rate instead. - Fixed minor issues that would cause wine test failures. (PR #4732) - **CivCity: Rome**: Added vendor ID override to make the game render shadows on Intel GPUs. (PR #4739) - **Global Operations**: Fixed rendering issues (#4138, PR #4678) - **Need For Speed: Hot Pursuit 2**: Fixed missing fog. (#4113, PR #4653) - **Silent Hill 2**: Fixed an issue where the menu would render incorrectly with the *Silent HIll 2 Enhancements* mod. (#3943, PR #3948) - **Tom Clancy's Splinter Cell**: Worked around alt+tab and shadow rendering issues. (PR #4656, PR #4660) - **Trainz v1.3**: Worked around alt+tab issue. (#4116, PR #4659) ##### General Improvements - Reworked Vulkan swapchain implementation to be more robust. (PR #4609) - Improved efficiency of multisample resolves on tiling GPUs. - Fixed a regression introduced in DXVK 2.5 that would cause memory allocation errors on certain unified memory setups, including the Qualcomm proprietary driver. **Note:** This does not mean that DXVK will officially support Android, or proprietary mobile drivers. - Fixed a crash if an application unloads the SetupAP _[Truncated at 4000 characters — full notes: https://github.com/doitsujin/dxvk/releases/tag/v2.6]_