DXVK 1.5 has been released today and starting with this version, D9VK is now part of DXVK. The new version also brings HUD improvements and bug fixes.

DXVK, a Vulkan-based Direct3D translation layer, supported D3D11 and D3D10 until this release, but with the merge of D9VK, DXVK now has Direct3D 9 (D3D9) support out of the box. This means that DXVK now allows running 3D applications and games (via Wine) that use Direct3D 9 directly, without having to use D9VK separately.

DXVK 1.5 also brings some D9VK corrections on top of the latest D9VK 0.40.1 version, like some fixes for memory and resource leaks in state blocks, deletion and device resetting, and a fix for the black screen issue happening with some drivers on Dark Souls: Prepare to Die Edition.

The complete DXVK 1.5 HUD showing various info in Overwatch

The HUD has also seen some improvements in this release:

  • Improved overall appearance of the HUD and fixed an issue with some glyphs being placed incorrectly.
  • Memory allocation statistics now show the amount of memory allocated per Vulkan memory heap, which allows distinguishing between video memory and system memory allocations.
  • Fixed an issue where the draw call and queue submission statistics would be updated before the current frame has finished processing, leading to inaccurate numbers.
  • Draw call and queue submission statistics are now updated every 0.5 seconds to make them more readable.




And finally, DXVK 1.5 also includes bug fixes and improvements for games like Atelier Ryza, Crysis 3, Fifa 19, Halo MCC and Star Citizen.

DXVK can be downloaded from GitHub, with precompiled binaries being available on its releases page, but it’s easier (and most users probably make use of this) to use Lutris to run your Windows games on Linux and simply set the DXVK version you want to use from this applications. You can read more about Lutris and DXVK here. If you’re new to Lutris, see this quick start guide.