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Releases: 3Shain/dxmt

Version 0.73

21 Jan 14:20

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Improvements and known bug fixes

  • NVEXT: more nvapi stubs implemented by @aquadran
  • airconv: shader's fast-math behavior is changed a lot in this version, and it is still not the final version (more trade-offs between performance and correctness). Possible side effects (if any, likely good ones) you may get: 1. better or lower performance 2. rendering looks more correct or broken than before. Please do report if you see a regression. We aim to make this more customizable in the future.
  • Street Fighter V: fixed wrong tone-mapping due to an unintended clear of stencil buffer.
  • Epic Online Services: fixed crashing of any game launched from Epic.
  • Umamusume: Pretty Derby: fixed background video not playing in login screen.
  • Counter-Strike 2: fixed blank screen when both exclusive fullscreen and MSAA are both enabled.
  • Warframe: fixed DLSS not detected by game.
  • Alien: Isolation: fixed vertex explosion.
  • Stellaris: fixed missing artworks due to missing handling of BGRX8 format, where X component should be read as 1.0.
  • Ori and the Will of the Wisps: fixed missing character due to an edge case of current stream output implementation.
  • World of Tanks: fixed z-fighting on specific models.
  • Deadlock: fixed corrupted MTLFX temporal scaler output.

Also there are other known issues with this version, and you can view them or report a new issue (as an end-user) at dxmt.report. Version v0.74 is planned for more bug fixes.

Full Changelog: v0.72...v0.73

Version 0.72

11 Dec 01:00

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Features

Improvements and known bug fixes

  • NVEXT: several nvapi stubs implemented by @aquadran
  • BeamNG.Drive: fixed dynamic reflections not working
  • Warframe: fixed terrain vertex explosion
  • Mount & Blade II: Bannerlord: fixed cloth simulation glitches

Also there are other known issues with this version, and you can view them or report a new issue (as an end-user) at dxmt.report.

Full Changelog: v0.71...v0.72

Version 0.71

13 Nov 10:30

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Improvements and known bug fixes

  • Fixed a regression where uncached PSO can take seconds to compile due to unoptimized AIR shaders. This significantly reduces stuttering on the first game run.
  • Now converted AIR shaders are also cached, along with Metal framework cache (PSO cache), located in $(getconf DARWIN_USER_CACHE_DIR)/dxmt/<executable name with extension>. This further improves experience for subsequent game launches.
  • Fixed crashes on Sonoma due to unsupported Metal 3.2 shader intrinsic functions. On Sonoma they become no-ops which won't lead to a hard crash but can still produce incorrect rendering. Users are advised to upgrade to Sequoia or above.
  • Fixed DLSS-SR not working properly if game provides dilated motion vector (typically Unreal Engine game).
  • Anno 2070: fixed a crash due to fixed-size command buffer overflow.

Also there are other known issues with this version, and you can view them or report a new issue (as an end-user) at dxmt.report. Version v0.72 is planned for more bug fixes.

Full Changelog: v0.70...v0.71

Version 0.70

17 Oct 10:50

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Features

  • New Tessellation pipeline implementation based on Metal mesh shaders (#90)

Improvements and known bug fixes

  • Fixed missing water/terrain in multiple games due to missing support of indirect tessellation draw.
  • Fixed cutscene video not playing in multiple Unity games (#92).
  • Fixed hangs on exit in multiple Unity games.
  • Baldur's Gate 3 DX11: fixed "Depth of Field Quality - Quarter Denoise" introducing black background due to unmatched shader signature: It is case-sensitive in Metal but not in D3D11.
  • Elite Dangerous: fixed the hang at "planet generation" stage because Metal shader compiler is not happy about an unoptimized compute shader with thousands of branches.
  • Genshin Impact: fixed a GPU hang when Dynamic Character Resolution is on, due to wrongly implemented sync instruction.
  • Shadow of the Tomb Raider: fixed a GPU hang in the benchmark, the same reason above.
  • OMORI: fixed dark color due to unintended HDR colorspace.
  • Palword DX11: fixed flickering shadows due to a missing UAV write access flag.
  • Total War: Rome II DX11: fixed a crash on startup due to missing parameter normalization for resource creation.
  • The Medium: fixed abnormal memory consumption caused by heavy tessellation usage, that old tessellation implementation inevitably allocates a lot of temporary buffer.
  • Further WoW64 memory improvements.
  • Several performance improvements.

Also there are other known issues with this version, and you can view them or report a new issue (as an end-user) at dxmt.report. Version v0.71 is planned for more bug fixes.

Full Changelog: v0.61...v0.70

Version 0.61

12 Aug 22:03

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Improvements and bug fixes

  • Plenty of bug & conformance issue fixes 1 and performance improvements (lower memory footprint), particularly for WoW64.

1. sorry, I'm too lazy to write all of them

There are some other known issues with this version, and you can view them or report a new issue (as an end-user) at dxmt.report.

Version 0.60

15 Jun 20:41

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Features

  • Direct3D 10 implementation (#68)
  • HDR and proper color space support (#70)
  • D3D11 fence and multithread layer

Improvements and bug fixes

Also there are known issues with this version, and you can view them or report a new issue (as an end-user) at dxmt.report. Version v0.61 is planned for more bug fixes.

Version 0.51

13 May 09:33

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Improvements and bug fixes

  • Reduced random freeze
  • WoW64 : reduced memory usage
  • American Truck Simulator: fixed missing reflection
  • #Drive Rally: fixed distorted rendering when MSAA is enabled
  • Euro Truck Simulator 2: fixed terrain flickering
  • Grand Theft Auto V Legacy: fixed tessellation
  • Split Fiction: fixed crashes when certain levels are loaded
  • The Precinct Demo: fixed lighting glitches
  • No Rest For The Wicked: fixed a crash on main menu

There are some other known issues with this version, and you can view them or report a new issue (as an end-user) at dxmt.report.

Version 0.50

26 Apr 16:13

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Features

  • Proper Unix Call implementation (#65)
  • 32-bit program support (WoW64 build) (#67)

Improvements and bug fixes

Since this version introduces major refactoring, there aren't many bug fixes for specific game/program.

  • Titanfall 2: fix a crash when entering fullscreen mode (#64)

Also there are known issues with this version, and you can view them or report a new issue (as an end-user) at dxmt.report. Version v0.51 is planned for more bug fixes.

Version 0.41

21 Mar 12:55

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Improvements and bug fixes

  • airconv: Now DXBC->AIR transpilation is expected to be deterministic, therefore the system shader cache should work. This noticeably reduces shader compilation stutter for the second and further game launches.
  • Silent Hill 2 Remake: fixed broken outdoor fog rendering.
  • Mount & Blade II: Bannerlord: fixed broken terrain rendering.
  • Counter-Strike 2: fixed a gpu hang when the player attacks a vendor machine in cs_office.
  • Grand Theft Auto V Legacy: fixed fog rendering artifacts.

Version 0.40

13 Mar 23:13

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Features

  • Experimental Support of NVIDIA-specific extensions, including DLSS to MetalFX (PR #57 )
  • Support of Geometry Shader (PR #58 )

Improvements and bug fixes

  • airconv: support more shader instructions.
  • d3d11: more statistics on Metal HUD, and faster pipeline compilation time.
  • God of War: fixed flickering caused by reading undefined components of shader atomic instructions.
  • Crysis 1 Remastered: fixed occasional missing water rendering caused by a bug of occlusion query implementation, and fixed crash when selecting int game graphics options.
  • Control: fixed incorrect rendering caused by unimplemented pull-mode evaluation.
  • Black Myth: Wukong: fixed incorrect hair rendering caused by reading undefined components of shader atomic instructions, and fixed poor CPU synchronization performance caused by missing data fence characteristic of timestamp query. Note this game requires DXMT_UNSUPPORTED_MTLAYER=1 to launch and the rendering is still broken.
  • Where Winds Meet (燕云十六声): fixed crash caused by missing D3D11On12CreateDevice entrypoint and incorrect reference count of swapchain backbuffer.
  • Nier: Automata: fixed incorrect tone mapping caused by incorrect blend factor mapping.
  • World of Tanks: fixed crash in high graphics preset caused by a Metal assertion on maxTessellationFactor.
  • Monster Hunter: World: fixed infinite hang caused by TIMESTAMP_DISJOINT query returns too early, and fixed water flickering caused by incorrect tess factor input of domain shader.
  • Street Fighter V: fixed black background caused by missing support of Geometry Shader.
  • Rise of The Tomb Raider - fixed ambient occlusion (HBO+) after implemented Geometry Shader.
  • Mass Effect: Andromeda - fixed crash caused by a Metal assertion on maxTessellationFactor when mesh quality is set to high or up.