In order to install a DXVK package obtained from the [release](https://github.com/doitsujin/dxvk/releases) page into a given wine prefix, run the following commands from within the DXVK directory:
This will **copy** the DLLs into the `system32` and `syswow64` directories of your wine prefix and set up the required DLL overrides. Pure 32-bit prefixes are also supported.
The setup script optionally takes the following arguments:
-`--symlink`: Create symbolic links to the DLL files instead of copying them. This is especially useful for development.
-`--without-dxgi`: Do not install DXVK's DXGI implementation and use the one provided by wine instead. This is necessary for both vkd3d and DXVK to work within the same wine prefix.
Verify that your application uses DXVK instead of wined3d by checking for the presence of the log file `d3d11.log` in the application's directory, or by enabling the HUD (see notes below).
In order to remove DXVK from a prefix, run the following command:
This will create a folder `dxvk-master` in `/your/target/directory`, which contains both 32-bit and 64-bit versions of DXVK, which can be set up in the same way as the release versions as noted above.
In order to preserve the build directories for development, pass `--dev-build` to the script. This option implies `--no-package`. After making changes to the source code, you can then do the following to rebuild DXVK:
```
# change to build.32 for 32-bit
cd /your/target/directory/build.64
ninja install
```
A winelib build can be created by adding the `--winelib` argument.
Before reporting an issue, please check the [Wiki](https://github.com/doitsujin/dxvk/wiki/Driver-support) page on the current driver status and make sure you run a recent enough driver version for your hardware.
Manipulation of Direct3D libraries in multi-player games may be considered cheating and can get your account **banned**. This may also apply to single-player games with an embedded or dedicated multiplayer portion. **Use at your own risk.**
The `DXVK_HUD` environment variable controls a HUD which can display the framerate and some stat counters. It accepts a comma-separated list of the following options:
-`devinfo`: Displays the name of the GPU and the driver version.
-`DXVK_FILTER_DEVICE_NAME="Device Name"` Selects devices with a matching Vulkan device name, which can be retrieved with tools such as `vulkaninfo`. Matches on substrings, so "VEGA" or "AMD RADV VEGA10" is supported if the full device name is "AMD RADV VEGA10 (LLVM 9.0.0)", for example. If the substring matches more than one device, the first device matched will be used.
DXVK caches pipeline state by default, so that shaders can be recompiled ahead of time on subsequent runs of an application, even if the driver's own shader cache got invalidated in the meantime. This cache is enabled by default, and generally reduces stuttering.
The following environment variables can be used to control the cache:
-`DXVK_STATE_CACHE=0` Disables the state cache.
-`DXVK_STATE_CACHE_PATH=/some/directory` Specifies a directory where to put the cache files. Defaults to the current working directory of the application.
-`VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation` Enables Vulkan debug layers. Highly recommended for troubleshooting rendering issues and driver crashes. Requires the Vulkan SDK to be installed on the host system.