# DXVK v3.1 — Version 3.1 - Product: DXVK (https://whatsnew.fyi/product/dxvk) - Vendor: Philip Rebohle - Date: 2026-08-28 - Version: v3.1 - Original notes: https://github.com/doitsujin/dxvk/releases/tag/v3.1 - Permalink: https://whatsnew.fyi/product/dxvk/releases/v3.1 - 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'. --- - **added** — Implement basic support for DXGI present parameters with VK_KHR_incremental_present extension to forward dirty rectangles to Vulkan - **added** — Implement support for creating render target views on buffers directly for D3D11 - **added** — Load Intel-specific extension libraries when using an Intel GPU - **added** — Add dxvk.enableNvCudaInterop configuration option to allow users to disable VK_NVX_* extensions - **changed** — Improve compatibility with external overlays that hook specific DXGI entry points - **changed** — More aggressively optimize render areas in render passes to the actual rendered image region on tiling GPUs - **fixed** — Fix D3D9 fog regression that broke rendering in Mabinogi, The Witcher 1 and other games - **fixed** — Fix crash when applications try to compile shaders that can only work with D3D12 - **fixed** — Work around out-of-memory crash on Nvidia GPUs with descriptor heaps enabled - **fixed** — Fix Ghost Recon Breakpoint issue where pipeline state would not be set up properly for a specific shader - **fixed** — Fix Ghost Recon Breakpoint water misrendering on Nvidia GPUs - **fixed** — Fix Mirrors Edge Vulkan validation errors - **fixed** — Fix RaceRoom Racing Experience web-based UI rendering issue on Proton 11 ##### Feature support ###### DXGI incremental presentation Added basic support for DXGI [present parameters](https://learn.microsoft.com/en-us/windows/win32/api/dxgi1_2/ns-dxgi1_2-dxgi_present_parameters). This fixes UI rendering issues in **VirtualDJ** (#5853), and is also used by various game launchers, such as Ubisoft Connect. If supported by the driver, `VK_KHR_incremental_present` is leveraged to forward dirty rectangles to Vulkan, which *may* reduce the amount of work the compositor has to do, but is not guaranteed to do so. ###### D3D11 buffer render targets Implemented support for creating render target views on [buffers](https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_buffer_rtv) directly. This is primarily used by various older Frostbite engine titles, including **Battlefield 3** where it fixes a long-standing issue with clouds misrendering in some situations (#5857). **Note:** This feature is emulated by creating a 1D texture internally. It is *not* meant to be performant. ###### Intel vendor extensions Intel-specific extension libraries are now loaded when using an Intel GPU, which is a requirement for Proton to support Intel vendor extensions for D3D11 in the future. This will work similarly to AMDAGS and NVAPI extensions that are already supported. ##### Bug fixes and Improvements - Improved compatibility with some external overlays that hook specific DXGI entry points (PR #5846, PR #5851). - Render areas in render passes are more aggressively optimized to the actual rendered image region on tiling GPUs. - Fixed a D3D9 fog regression that broke rendering in **Mabinogi**, **The Witcher 1** and potentially other games. (#5804, #5808) - Fixed a crash when applications try to compile shaders that can only work with D3D12. - Worked around a specific type of out-of-memory crash on Nvidia GPUs with descriptor heaps enabled. (#5855) Additionally, added `dxvk.enableNvCudaInterop` configuration option so users can explicitly disable `VK_NVX_*` extensions. This may be helpful for troubleshooting similar out-of-memory errors, but disables DLSS support. - **Ghost Recon Breakpoint**: Fixed an issue where pipeline state would not be set up properly for a specific shader. Also fixed an issue with water misrendering on Nvidia GPUs. (#5849, https://github.com/doitsujin/dxbc-spirv/pull/92) - **Mirrors Edge**: Fixed some Vulkan validation errors. (#5826) - **RaceRoom Racing Experience**: Fixed an issue where the web-based UI wouldn't render properly on Proton 11.