DXVK-NVAPI 0.9.3 adds initial ARM64 support, DirectX Raytracing (DXR) upgrades
2 Nov 2026 at 10:40 am UTC By Liam Squires-HandDXVK-NVAPI is the implementation of NVIDIA's NVAPI/NVOFAPI library for usage with DXVK and VKD3D-Proton - with a new release out now. Version 0.9.3 includes ARM64…

By Liam Squires-Hand
DXVK-NVAPI is the implementation of NVIDIA's NVAPI/NVOFAPI library for usage with DXVK and VKD3D-Proton - with a new release out now.
Version 0.9.3 includes ARM64 support, along with updates to the DirectX Raytracing (DXR) features supported - so hopefully this will keep Proton running nicely. It's already included directly with Proton, so you don't need to do anything, Valve will update it for the next set of Proton Experimental updates, and additionally Proton Experimental Bleeding Edge Beta usually always has the latest DXVK-NVAPI.
All the changes in this version are below:
Key Changes- Support OMM (Opacity Micromaps) for DirectX Raytracing (DXR) through NVAPI. This requires VKD3D-Proton 3.1 or newer and the VK_KHR_opacity_micromap extension, available in NVIDIA driver R615 or newer.
- Add an alternative Reflex implementation for Vulkan titles using the VK_NV_low_latency revision 2 extension, available in NVIDIA driver R615 and newer. This alternative implementation doesn't require a Vulkan layer anymore and thus makes the DXVK-NVAPI Vulkan layer obsolete.
- Support new driver settings from NVAPI R610 headers:
- NGX_DLSS_NR_OVERRIDE.
- NGX_DLSS_NR_OVERRIDE_RENDER_PRESET_SELECTION.
- NGX_DLSS_NR_SL_OVERRIDE.
- Support new driver settings from NVAPI R615 headers:
- SL_DLSS_OVERRIDE.
- Store NVAPI wrappers for device, command list and command queue in D3D12 private data instead of in a cache map. This should prevent crashes with several titles i.c.w. modding tools.
- Improve reporting for available/free VRAM, the behavior is now closer to NVAPI on Windows.
- Fix a potential race condition during initialization. This fixes a crash in Elite Dangerous when using the EDHM mod.
- Allow Sound Voltex to retrieve output refresh rate info by implementing NvAPI_DISP_GetDisplayConfig.
- Remove Pascal spoofing for War Thunder. This work around is no longer needed. DLSS i.c.w. D3D11 is functional with that title now.
- Add a workaround for the NVIDIA RTX Path Tracing Sample (https://github.com/NVIDIA-RTX/RTXPT) for allowing it to use NVAPI shader extensions without setting DXVK_NVAPI_D3D12_NV_SHADER_EXTN=1.
- Support compilation for ARM64. The release artifact includes an ARM64 build.
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