D7VK, a fork of DXVK that lets old Direct3D 3/5/6/7 applications run on Wine, has been released in version v2.1.
Rather than new features, this release focuses on internal optimization: overhead in object creation, destruction, caching and copy paths was trimmed down, cutting loading and startup times in several titles by half or more. A number of game-specific bugs were also fixed.
- Reduced the overhead of object creation (by trimming down lifecycle tracking)
- Fixed a use-after-free bug on attached depth stencil surface release
- Added optional direct path for GetDC/ReleaseDC calls with variable performance impact
- Added an optimistic path for the early initialization of D3D7/6 vertex buffers
- Further optimized logging use to reduce CPU overhead
- Enhanced surface uploads/downloads performance in specific titles
- Reduced overhead when D7VK acts as DDraw forwarding proxy
- Added an alternate pixel center config option addressing artifacts in Resident Evil 2
- Improved performance in Project I.G.I. and Sonic World DX via managed vertex buffers
- Addressed buffer access patterns in Empire Earth: The Art of Conquest
- Fixed missing main menu backgrounds in MechWarrior 3
- Non-SSE2 ProcessVertices() fallback helpers for ARM architecture compilation
- Corrected DDraw surface description application bug
- Added support for R3G3B2 8-bit color surfaces (disabled by default)
- Extended 8-bit mode masking config option for DDraw display enumeration
- Optimized device capabilities struct copies and device enumeration

Source: GitHub