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Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine

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Lower framerate in a (comparatively) simple game compared to wine3d3. I used mangohud to log the framerate and here are the logs of a section of the tutorial level: -...

In order to get rid of the `alphaTestWiggleRoom` option and have more better behaviour out of the box without floating point math inaccuracies, we should pass in the alpha reference...

Discovered regression with HUD when investigating #2283 with latest master and #2817 Works fine with 1.10.x branch ![Screenshot_20220812_205748](https://user-images.githubusercontent.com/23011428/184436028-fd008033-7e79-456f-873e-940b744fda78.png) ![Screenshot_20220812_210347](https://user-images.githubusercontent.com/23011428/184436071-3097836c-b162-46e7-8966-76910d32ff21.png) ### Software information Grand Theft Auto: San Andreas, Very High 8xMSAA...

d3d9

### Software information Crazy Taxi 3, the only setting you can change is resolution (and seems to have no effect on this) After finishing a match and getting to the...

d3d9
fixed function

BeamNG Drive is running very poorly with D3D11 x64 (DXVK 1.8 and 1.7.3). The attached screenshots show what the game looks like in freeroam. For whatever reason apitrace isn't working...

In a matter of at most 20 seconds of staying in the menus, dxvk will reserve all of my 32 GBs or RAM. Starting an game stops the leak though....

needs apitrace

Hello. I am trying to run 32 bit `City Car Driving` with dxvk and get many errors, the only one in console is: CEGUI::RendererException in file ..\..\..\..\cegui\src\RendererModules\Direct3D11\CEGUIDirect3D11Renderer.cpp(312) : shaderSource:22:2: E5000:...

not our bug

There need use vulkan because the larger GUI of the april 2022 enhancement (need for 4k play) work only on vulkan. can enable as startup option with -vulkan -gamepadui ....

In Dead Rising 4 I get around 40-50 fps regardless of the graphics settings or resolution (it doesn't make difference if it's 2160p or 720p). The game is playable as...

d3d11

When the game loading the world, starts tearing a lite bit (it is annoyed thing). It looks like I/O block the rendering queue (waiting for loading?). This problem not exists...

needs more info