VKD3D-Proton 3.0.1 adds mobile GPU optimizations and AGS support
Key Takeaway
The update introduces performance improvements for mobile tiling GPUs and adds support for AMD AGS features required by newer titles.
Summary
VKD3D-Proton version 3.0.1 has been released, focusing on mobile GPU performance and compatibility for modern games. The update includes support for AMD AGS WMMA operations for FSR4, experimental D3D12 view instancing, and improved frame pacing via VK_EXT_present_timing. It also introduces several workarounds for specific titles and hardware bugs.
Technical improvements in 3.0.1
- Mobile GPU optimizations: Implements deferred clears, discards, and render pass suspend-resume to benefit tiling architectures like Turnip.
- AMD AGS support: Added support for new AGS WMMA operations required for FSR4 Ray Reconstruction and Denoiser.
- NVIDIA improvements: Decoupled NVAPI present ID from internal IDs to assist frame generation and improved NVIDIA Reflex performance.
- ExecuteIndirect batching: A new system for complex ExecuteIndirect calls improves GPU-bound performance in games like Starfield and Halo Infinite.
- Vulkan Transfer Queue: Uses proper Vulkan TRANSFER queues for D3D12 COPY queues on NVIDIA to improve asset streaming.
- Shader Workarounds: Implements a mechanism to apply workarounds based on shader entry point names rather than hashes to handle frequent shader updates.
Why it matters
This release improves the gaming experience on mobile Linux devices and ensures better compatibility for upcoming titles using advanced AMD and NVIDIA features.
Original reference: github.com →