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⇱ DXVK 3.0 Released With DXBC-SPIRV For Shader Compilation, Descriptor Heaps By Default - Phoronix


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DXVK 3.0 Released With DXBC-SPIRV For Shader Compilation, Descriptor Heaps By Default

Written by Michael Larabel in Linux Gaming on 25 June 2026 at 04:29 PM EDT. 16 Comments
Philip Rebohle announced the release today of DXVK 3.0 as the latest major feature release for this Direct3D 8 / 9 / 10 / 11 implementation atop the Vulkan API for use by Wine and Valve's Steam Play (Proton).

With DXVK 3.0 one of the big changes is now using DXBC-SPIRV for shader compilation to replace the legacy shader translation code. DXBC-SPIRV is a SSA-based compiler for D3D SM 5.1+ that is also developed by the DXVK developers. This new shader compiler should fix a number of rendering issues, the generated code is more compact than natively translated SPIR-V, and the shader compilation is fully offloaded to worker threads that in turn will help with game load times.

The other big change of DXVK 3.0 is now using Vulkan descriptor heaps (VK_EXT_descriptor_heap) by default on supported Vulkan API drivers.

DXVK 3.0 also brings a number of Direct3D improvements, enhancements around shared resources, frame-rate limiter support, and a variety of other bug fixes and improvements. In turn, DXVK 3.0 now requires Vulkan 1.4 driver level support.

👁 DXVK logo


Downloads and more details on the DXVK 3.0 release can be found via GitHub.

Michael Larabel is the principal author of Phoronix.com and founded the site in 2004 with a focus on enriching the Linux hardware experience. Michael has written more than 20,000 articles covering the state of Linux hardware support, Linux performance, graphics drivers, and other topics. Michael is also the lead developer of the Phoronix Test Suite, Phoromatic, and OpenBenchmarking.org automated benchmarking software. He can be followed via Twitter, LinkedIn, or contacted via MichaelLarabel.com.