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Direct3D 8/9/10/11 to Vulkan translation layer DXVK 3.1 brings improvements

What the report says29 Aug 2026 at 9:14 am UTC By Liam Squires-HandDXVK 3.1 is out now bringing more impressive upgrades for the Direct3D 8/9/10/11 to Vulkan translation layer that powers Valve's Proton. Along with…

Direct3D 8/9/10/11 to Vulkan translation layer DXVK 3.1 brings improvements

What the report says

29 Aug 2026 at 9:14 am UTC By Liam Squires-HandDXVK 3.1 is out now bringing more impressive upgrades for the Direct3D 8/9/10/11 to Vulkan translation layer that powers Valve's Proton. Along with VKD3D-Proton - these projects are what enable tens of thousands of Windows games to work great on SteamOS / Linux systems.
 As a reminder - you can upgrade the version of DXVK in Proton yourself if you really need some of the fixes right now - check out how in the GamingOnLinux guide.
 See everything that's included in the update below.
 Key Features
 
 DXGI incremental presentation
 
 Added basic support for DXGI present parameters.

This fixes UI rendering issues in VirtualDJ (#5853), and is also used by various game launchers, such as Ubisoft Connect.
 If supported by the driver, VK_KHR_incremental_present is leveraged to forward dirty rectangles to Vulkan, which may reduce the amount of work the compositor has to do, but is not guaranteed to do so.
 
 
 D3D11 buffer render targets
 
 Implemented support for creating render target views on buffers directly. This is primarily used by various older Frostbite engine titles, including Battlefield 3 where it fixes a long-standing issue with clouds misrendering in some situations (#5857).
 Note: This feature is emulated by creating a 1D texture internally.

It is not meant to be performant.
 
 
 Intel vendor extensions
 
 Intel-specific extension libraries are now loaded when using an Intel GPU, which is a requirement for Proton to support Intel vendor extensions for D3D11 in the future. This will work similarly to AMDAGS and NVAPI extensions that are already supported.
 
 
 Bug fixes and Improvements
 
 Improved compatibility with some external overlays that hook specific DXGI entry points (PR #5846, PR #5851).
 Render areas in render passes are more aggressively optimized to the actual rendered image region on tiling GPUs.
 Fixed a D3D9 fog regression that broke rendering in Mabinogi, The Witcher 1 and potentially other games.

Direct3D 8/9/10/11 to Vulkan translation layer DXVK 3.1 brings improvements

Key details

(#5804, #5808).
 Fixed a crash when applications try to compile shaders that can only work with D3D12.
 Worked around a specific type of out-of-memory crash on Nvidia GPUs with descriptor heaps enabled. (#5855)Additionally, added dxvk.enableNvCudaInterop configuration option so users can explicitly disable VK_NVX_* extensions. This may be helpful for troubleshooting similar out-of-memory errors, but disables DLSS support.
 Ghost Recon Breakpoint: Fixed an issue where pipeline state would not be set up properly for a specific shader.Also fixed an issue with water misrendering on Nvidia GPUs. (#5849, doitsujin/dxbc-spirv#92).
 Mirrors Edge: Fixed some Vulkan validation errors.

(#5826).
 RaceRoom Racing Experience: Fixed an issue where the web-based UI wouldn't render properly on Proton 11.
 
 
 
 🌐 External Sources: GitHub - dxvk - v3.1 Article taken from GamingOnLinux.com. Tags: Proton, DXVK, Open Source, Valve, Wine 15 Likes Some you may have missed, popular articles from the last month:RAM? What RAM? The biggest makers are reportedly now sold out all through 2027GOG have a great sale on shooters going onSteamOS 3.9.0 Preview brings major updates to desktop mode, Linux kernel, WiFi and moreMake sure your Flatpak is up to date due to security issues 
 
 
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