# DXVK v2.7.1 — Version 2.7.1 - Product: DXVK (https://whatsnew.fyi/product/dxvk) - Vendor: Philip Rebohle - Date: 2025-08-30 - Version: v2.7.1 - Original notes: https://github.com/doitsujin/dxvk/releases/tag/v2.7.1 - Permalink: https://whatsnew.fyi/product/dxvk/releases/v2.7.1 - 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'. --- - **fixed** — Fixed a regression that would cause MSAA resolves to look like MSAA was not working in a number of D3D9 games - **changed** — Improved performance in some D3D9 games by avoiding unnecessary render pass barriers - **fixed** — Fixed the way tessellation factors are interpreted for line tessellation - **added** — Added the d3d9.modeCountCompatibility configuration option to work around buffer overflows in older games that do not expect monitors to support more than ~16 different display modes - **fixed** — Worked around a crash on start in Alone in the Dark - **fixed** — Worked around an issue in Comanche 4 where the in-game anti-aliasing option would only be exposed on certain GeForce4 Ti GPUs - **changed** — Removed GPU vendor override in Crysis 3 to work around an issue where the game wouldn't start after recent EA app updates - **fixed** — Fixed a regression in Dungeon Siege 2 that would cause character models to not show in the menu - **fixed** — Worked around poor CPU-bound performance in Everybody's Gone to the Rapture - **added** — Added vendor override in Fallout New Vegas to work around an issue with the FNV Reloaded mod using an unimplemented NVAPI function on Nvidia GPUs - **fixed** — Added 60 FPS cap in Guilty Gear to work around the game speeding up at higher frame rates - **fixed** — Added 60 FPS cap in PsiOps to work around broken physics at higher frame rates - **fixed** — Worked around a rendering issue in Scarface caused by breaking changes in D3D9 API behaviour - **fixed** — Fixed an MSAA-related rendering issue in Team Fortress 2 - **fixed** — Added 300 FPS cap in The Witcher 1 to work around a game issue where Geralt's hair would not render properly in the inventory menu - **fixed** — Fixed a memory leak and rendering issues in Top Spin 2004 ##### Bug fixes and Improvements - Fixed a regression that would cause MSAA resolves to look like MSAA was not working in a number of D3D9 games. - Improved performance in some D3D9 games by avoiding unnecessary render pass barriers, such as **Dead Space 2** (PR #5112). - Fixed the way tessellation factors are interpreted for line tessellation. This fixes particle rendering in **DCS World** and potentially other issues. (#4327) - Added the `d3d9.modeCountCompatibility` configuration option to work around buffer overflows in older games that do not expect monitors to support more than ~16 different display modes. This fixes a crash in **AquaNox 2**. - **Alone in the Dark**: Worked around a crash on start. (PR #5158) - **Comanche 4**: Worked around an issue where the in-game anti-aliasing option would only be exposed on certain GeForce4 Ti GPUs. - **Crysis 3**: Removed GPU vendor override to work around an issue where the game wouldn't start after recent EA app updates. Note that this change may cause a noticeable performance regression on AMD systems due to less efficient code paths in the game. - **Dungeon Siege 2**: Fixed a regression that would cause character models to not show in the menu. (#5175) - **Everybody's Gone to the Rapture**: Worked around poor CPU-bound performance. (PR #5168) - **Fallout New Vegas**: Added vendor override to work around an issue with the FNV Reloaded mod using an unimplemented NVAPI function on Nvidia GPUs. (PR #5136) - **Guilty Gear**: Added 60 FPS cap to work around the game speeding up at higher frame rates. (#5142, PR #5143) - **PsiOps**: Added 60 FPS cap to work around broken physics at higher frame rates. (PR #5145) - **Scarface**: Worked around a rendering issue caused by breaking changes in D3D9 API behaviour. - **Team Fortress 2**: Fixed an MSAA-related rendering issue. (#5119, PR #5132) - **The Witcher 1**: Added 300 FPS cap to work around a game issue where Geralt's hair would not render properly in the inventory menu. - **Top Spin 2004**: Fixed a memory leak as well as rendering issues. (PR #5155)