
- STONE HOUSE SIMCITY 4 DOWNLOAD DRIVERS
- STONE HOUSE SIMCITY 4 DOWNLOAD DRIVER
- STONE HOUSE SIMCITY 4 DOWNLOAD PATCH
- STONE HOUSE SIMCITY 4 DOWNLOAD PORTABLE
- STONE HOUSE SIMCITY 4 DOWNLOAD CODE
Replaced the previous d3d11.apitraceMode option with d3d11.cachedDynamicResources, which provides a more granular way to specify resource types to allocate in cached system memory.
Total War: Warhammer III: Significantly improved GPU-bound performance on setups with a dedicated GPU. Resident Evil 0, 5, 6, Resident Evil: Revelations 2: Improved performance (PR #2466). ArmA 2: Fixed texture-related issues (PR #2477). STONE HOUSE SIMCITY 4 DOWNLOAD DRIVER
Note that using DXVK on this driver is highly discouraged and will likely not work. Version numbers for Intel's Windows driver should now be reported properly.Note that supporting D3D11on12 is currently not viable. Added a D3D11On12CreateDevice stub so applications using this don't immediately crash (PR #2485).
STONE HOUSE SIMCITY 4 DOWNLOAD PORTABLE
GPU synchronization, when necessary, no longer uses busy-waiting, which may reduce power consumption on portable devices in some games. Added more information to the HUD that can be useful for troubleshooting performance issues: GPU synchronizations per frame, worker thread synchronizations per frame, and pipeline barrier count. This may reduce memory usage and CPU overhead in some games.
Improved the way resource uploads and staging buffers are handled in D3D11. This further improves performance in God of War and potentially other games. Optimized UpdateSubresource for small constant buffer updates. This behaviour can be tweaked using the d3d11.maxImplicitDiscardSize option. This improves performance in Quantum Break and potentially other games. When using D3D11_MAP_WRITE on a staging resource that's currently being read by the GPU, DXVK will now attempt to create a copy of that resource in order to avoid GPU synchronization. This can significantly increase CPU-bound performance in games like Assassin's Creed: Origins and other titles built on the same engine, with smaller improvements seen in Elex II, God of War, GTA IV and others. Reduced unnecessary worker thread synchronization around resource readbacks for both D3D11 and D3D9. Rayman Origins: Fixed rendering issues ( #2545). GTA: San Andreas: Fixed UI rendering issues ( #2560).
STONE HOUSE SIMCITY 4 DOWNLOAD PATCH
Apparently this was also fixed in the game in patch 1.0.11.
Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue.
God of War: Fixed some issues that started with game patch 1.0.9:. Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance. Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues. Fixed various D3D9 issues related to texture uploads ( #2559, #2541, #2535). Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views. Current FXC versions no longer generate such code. STONE HOUSE SIMCITY 4 DOWNLOAD CODE
Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 ( #2556).
STONE HOUSE SIMCITY 4 DOWNLOAD DRIVERS
This may improve performance on Nvidia drivers in some D3D11 games.
Improved shader code generation when local arrays are used. Setting it to 1 behaves exactly the same as setting dxvk.nvapiHack = False in the config file, but may allow for better integration into Lutris or the Proton launch script. Added an environment variable DXVK_ENABLE_NVAPI to bypass the vendor ID override. This also happens on Windows to some degree and is a game bug. Note: The Black Mesa UI flickers heavily when the game is not GPU-bound. Resource sharing with Vulkan applications. Resource sharing with D3D12 applications under vkd3d-proton. Documentation is very poor and it's not clear how an implementation is supposed to behave. API features that are currently not supported include: Currently, only basic 2D texture sharing between D3D9 and D3D11 is supported when using DXVK for both APIs. This feature is still experimental and has not been thoroughly tested on all graphics drivers, so issues are to be expected. This feature will not be supported on Windows systems. The required wine patches are currently only available in Proton Experimental. This fixes video playback in a number of Koei Tecmo games (Atelier series, Nioh 2), as well as the D3D11-based UI in the Windows version of Black Mesa. Implemented initial support for shared resources (PR #2516).