DXVK 2.5.3 Brings Improvements for Far Cry 5, Max Payne 3 and Other Games

DXVK 2.5.3 has been released today as the third maintenance update for the DXVK 2.5 series of this Vulkan implementation for D3D9, D3D10 and D3D11 on Linux / Wine.
DXVK 2.5.3 is here to improve support for various games, including Halo: The Master Chief Collection, TopSpin 2k25, Far Cry 5, Max Payne 3, Bright Memory, Arcana Heart 3 LOVE MAX!!!!! and The Hurricane of the Varstray - Collateral hazard.
For TopSpin 2k25, this version fixes invalid shader code generation for rare texture operations in D3D11, for Bright Memory it bypasses a problem where the game prioritized integrated graphics over dedicated Intel GPUs, and for Far Cry 5 it bypasses a problem that would make terrain invisible on Intel GPUs.
For the game Arcana Heart 3 Love Max!!!!!, DXVK 2.5.3 allows a 60 FPS cap to bypass a Steam Deck OLED game issue, while for The Hurricane of the Varstray - Collateral hazard, it allows a 60 FPS cap to bypass game issues when running in windowed mode.
For the game Max Payne 3, this version enables strict floating-point simulation to bypass broken rendering in D3D9 mode. For the Halo: The Master Chief Collection game collection, it fixes a shader-related problem causing objects to flash with certain graphics drivers.
In addition, DXVK 2.5.3 improves debugging experience when DXVK_DEBUG=markers is set, corrects a potential issue with tessellation factors NaN handling in D3D11 vertices, corrects a shader validation issue in D3D9 causing valid shader code rejections, and fixes a regression that caused severe rendering issues in many D3D8 and D3D9 games using fixed-function rendering.
Check the project's GitHub page for more details on changes included in DXVK 2.5.3, which is available to download as a source tarball from the same location. Of course, you can also install the new version of DXVK from your GNU/Linux distribution's stable repositories in the coming days.

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