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Releases: EndlesslyFlowering/dxvk

v2.4-HDR-mod-v0.3.0

11 Jul 15:30
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Just an update to dxvk v2.4 which adds support for DirectX 8.

To use it for a d3d8 game you need both the d3d8.dll file and the d3d9.dll file and you have to use the d3d9 conf settings.
The d3d8 parts of dxvk use the d3d9 parts to make some stuff work, same like d3d10 does with d3d11.

2024.07.19:
gplasync build added 😸

dxvk_v2.4-HDR-mod-v0.3.0.7z
sha256: 86c7d1e048ed25d3f708e7fa958b6d8564db42767321f9e6bd1aeeda87d69fdf
dxvk_v2.4-HDR-mod-v0.3.0-gplasync-1.7z
sha256: 1fdb1e28ba037fc49173f6515d4fde3feac44a88e4e1fcecdd7af20e28d30dc4

v2.3.1-HDR-mod-v0.3.0

24 Mar 03:56
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Code wise just a rebase to dxvk v2.3.1.

This adds a few default configurations sorted from safest to experimental in terms of how safe these settings are to use.

dxvk_v2.3.1-HDR-mod-v0.3.0.7z
sha256: b3b9b048fa7d7c61fcb7ceea4646d8745917aa374d2867a381cc96f28f811df7
dxvk_v2.3.1-HDR-mod-v0.3.0-gplasync-1.7z
sha256: db167210ecee383f1b91b3c2d518e95bbd18c6a25a26d3a059be3751f0d9368e

v2.3-HDR-mod-v0.3.0

17 Mar 03:39
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This release mainly adds back support for loading Vulkan layers on Linux. An important note about this, is that it is not recommended to do so and Vulkan layers should be loaded on the host side (Linux) instead.
Otherwise just some logging things were changed.

dxvk_v2.3-HDR-mod-v0.3.0.7z
sha256: fe52ac005165e017571aad67ac88be99094e6fbe91cfd16e9445d5bb1e432cc4
dxvk_v2.3-HDR-mod-v0.3.0-gplasync-1.7z
sha256: dfcae1959d8d6b81d450b3508da5b2e09676377f01bcec73d1985f3f1b1067c7

v2.3-HDR-mod-v0.2.2-1

27 Dec 21:30
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-1:
Immediately found an oversight... 😺

Mainly a rebase to dxvk v2.3 which I did a while ago and some smaller changes.
All the logging is now limited to the debug dlls and is automatically enabled. The debug dlls also force enable logging to at least the info level. So if you have logging disabled you do not need to enable it when using those.

dxvk_v2.3-HDR-mod-v0.2.2.7z
sha256: ead543de67cb97493e88dd1bbbb02fcc89f98f4eabf3316565b9ded51c6324af
dxvk_v2.3-HDR-mod-v0.2.2-gplasync-1.7z
sha256: d55b9f0b1df560b7fa52195da879f6003f5322ccdbdf0ad7695ed5730db5c052

v2.2-HDR-mod-v0.2.1-1

30 Jul 03:57
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new in v2.2-HDR-mod-v0.2.1-1 compared to v2.2-HDR-mod-v0.2.1:
gplasync actually wasn't compiled with the gplasync patch. Sorry!


v2.2-HDR-mod-v0.2.1 description:

add default configs that enable all features what I consider sensible to be enabled by default.

d3d9:

  • fix no fallback existing when trying to upgrade the backbuffer
  • fix crashes when games use d3d9 "driver hack formats" (thanks to SmokeyGeahad for helping me debug this!)
  • add ability to upgrade 5 more formats B5G6R5_UNORM BGR5A1_UNORM BGR5X1_UNORM BGRA4_UNORM BGRX4_UNORM

d3d11:

  • add ability to choose RGBA16_UNORM as backbuffer and swapchain format (only works on AMD on Windows)
  • add option to log information about all view types of render targets

+ some other small changes and fixes to hopefully prevent issues.

dxvk_v2.2-HDR-mod-v0.2.1-1.7z
sha256: F3EE4450413EC5098EEE4223A7516213A171F64DC5453936464F3442B674F806
dxvk_v2.2-HDR-mod-v0.2.1-gplasync-4-1.7z
sha256: 5D9DF192A8FE012DBECAC22E8C0C99A8CF5D382364F1DE79CDE862C4B75405E7

v2.2-HDR-mod-v0.2.0

23 Jun 21:21
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This release is broken in d3d9 please use the latest release!


d3d10 and d3d11 support added!
d3d10 is not fully supported in dxvk as I understand it, so not every game will work when using this on Windows. Just Cause 2 works for example.

d3d9 changes:

  • d3d9.enableRenderTargetUpgrade is now called d3d9.enableRenderTargetUpgrades
  • d3d9.upgrade_***_renderTargetTo naming has changed to be consistent with the naming in d3d11 (for example d3d9.upgrade_RGBA8_renderTargetTo is now called d3d9.upgrade_RGBA8_UNORM_renderTargetTo)
  • upgrade format strings have also been changed to be consistent with d3d11 (for example rgba16f is now called rgba16_float)
  • a separate upgrade option for the back buffer has been added: d3d9.enableBackBufferFormatUpgrade and d3d9.upgradeBackBufferFormatTo

other changes:

  • every setting now defaults to disabled instead of being enabled automatically

check here for how to use new d3d9 options and also read up on how it works for d3d11!

dxvk_v2.2-HDR-mod-v0.2.0.7z
sha256: 7d2b58af1410ac20eca50d07a0f6b0b128c7fb069e5f71c4a0fc4349a860a6cd

I removed dxvk_v2.2-HDR-mod-v0.2.0-gplasync-4.7z because it wasn't compiled with the async patch...

v2.2-HDR-mod-v0.1.1

27 May 01:57
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Second Release!

  • small fix for compiling on MSVC
  • add ability to disable/enable render target upgrades via dllexports: thanks to @WallSoGB for this!

dxvk_v2.2-HDR-mod-v0.1.1.7z
sha256: c5132e98089e963d2867883813449af9f71a92c1f11f0e1f10234141198dbe69
dxvk_v2.2-HDR-mod-v0.1.1-gplasync-1.7z
sha256: 3c838e4979d378e466c15c9eaeae0cbd163d80dcea0170a11d3e75684bfd606f

v2.2-HDR-mod-v0.1.0

27 May 01:43
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First release of the DXVK HDR-mod! Currently based on DXVK v2.2.
Currently only D3D9 is supported.

A build with the gplasync patch will also be added to every release.

For how to use this check here :)

Big Thank You goes to @WallSoGB for creating his HDR fork which inspired me to build on his!

dxvk_v2.2-HDR-mod-v0.1.0.7z
sha256: 237cce4b733068642c7a6a42e1d52e535c677ada32ec954a322e1d5365c7c03d
dxvk_v2.2-HDR-mod-v0.1.0-gplasync-1.7z
sha256: e1204af16f492ec71361f644baf0e846bf9a21a5e3e5552bb139e2d60dfa5578