VKD3D-Proton, die Direct3D-12-Übersetzungsschicht für Vulkan in Proton, wurde in der Version v3.1 veröffentlicht.
Es handelt sich um das letzte stabile Release vor dem Versionssprung auf 3.2, für den der Entwickler viele wichtige Änderungen ankündigt. Neu sind unter anderem VK_EXT_descriptor_heap (optional, noch nicht standardmäßig aktiv), Shader Model 6.9 (derzeit nur auf NVIDIA), DXR 1.2 und AgilitySDK 619. Außerdem ist die Steam Frame nun eine unterstützte Plattform, inklusive aarch64-Builds. View Instancing ist jetzt standardmäßig aktiviert.
Features:
- Adds
VK_EXT_descriptor_heapsupport, opt-in and not enabled by default due to driver quality concerns.- Adds
KHR_opacity_micromapsupport, removes the old EXT path, and exposes DXR 1.2 when supported.- Adds Shader Model 6.9 support (shader execution reordering and long vectors), currently only active on NVIDIA.
- Adds various NVAPI intrinsics in dxil-spirv.
- Exposes AgilitySDK 619 features.
- Enables view instancing by default, with an opt-out for certain games.
Performance:
- Optimized ClearUAV path using
vkCmdClearColorImageorvkCmdFillBufferwhen possible.- Optimized some COPY → RESOURCE → COPY barrier patterns.
- Reduced compositor roundtrips in
Present()related to occlusion checks.- Batches more RTAS build commands before inserting barriers, greatly improving RT performance in some cases.
Fixes:
- Steam Frame is now a supported platform, with QCOM-related fixes and aarch64 builds.
- D24 ↔ buffer copies are handled correctly on AMD GPUs that emulate D24 as D32.
- Various
low_latency2fixes from NVIDIA to match spec version 3.- Fixes undefined behavior around udiv/umod/sdiv/srem that NVIDIA compilers exploited.
- Fixes undocumented render pass resolve behavior.
- Updates tight alignment behavior to match AgilitySDK 619.5.
- Simplifies the
AMD_anti_lagimplementation and fixes frame attribution bugs.- Many smaller dxil-spirv fixes.
Workarounds:
- Workarounds for AMD GCN and QCOM hardware in games that assume Wave32 support.
- More detailed UE5 and RE Engine detection to help Mesa drivers apply workarounds.
- Works around broken root SRV/UAV behavior on NVIDIA GPUs.
- Rewrites the use-after-free workarounds, which helps with the FSR4 UE plugin.
- Many other game-specific workarounds.

Quelle: GitHub