DXVK-NVAPI 0.9.3 has been released with new DirectX Raytracing capabilities, an alternative NVIDIA Reflex implementation, initial ARM64 support and several compatibility fixes for Windows games running on Linux. The open-source project’s latest update, published on October 30, 2026, expands the NVIDIA functionality available through Proton and related compatibility tools.
According to the official GitHub release notes maintained by developer Jens Peters, the update introduces support for DXR Opacity Micromaps, improves graphics memory reporting and addresses crashes involving specific games and modifications. Some of the new graphics capabilities require NVIDIA’s R615 Linux driver series or newer.
DXVK-NVAPI implements NVIDIA’s NVAPI and NVOFAPI interfaces for use with DXVK and VKD3D-Proton. These interfaces allow Windows games running through Linux compatibility layers to access supported NVIDIA-specific graphics functionality that would otherwise depend on Windows drivers and libraries.

One of the main additions in version 0.9.3 is support for Opacity Micromaps (OMM) through NVAPI. The feature belongs to Microsoft’s DirectX Raytracing technology and is designed to improve the efficiency of ray tracing involving geometry with transparency information, such as foliage and fences.
Rather than requiring conventional ray-tracing shaders to evaluate every transparency interaction, Opacity Micromaps can provide information that helps compatible hardware process certain ray intersections more efficiently.
The implementation requires VKD3D-Proton 3.1 or newer, alongside the VK_KHR_opacity_micromap Vulkan extension, available with NVIDIA’s R615 driver series and later.
These requirements mean the feature will not automatically benefit every NVIDIA GPU or Linux gaming configuration. Games must also use the relevant ray-tracing functionality, and the release notes do not provide benchmarks demonstrating performance improvements in particular titles.
Another significant change involves NVIDIA Reflex, the company’s technology for reducing system latency in supported games.
DXVK-NVAPI 0.9.3 adds an alternative Reflex implementation for Vulkan titles using revision 2 of the VK_NV_low_latency extension. This implementation requires NVIDIA R615 or newer and no longer depends on a separate Vulkan layer.
The developers describe the previous DXVK-NVAPI Vulkan layer as obsolete following this change. However, the release notes do not establish specific input-latency improvements or provide comparisons between the old and new implementations.
The update also incorporates additional NVIDIA driver settings from the R610 and R615 NVAPI headers. These include NGX_DLSS_NR_OVERRIDE, NGX_DLSS_NR_OVERRIDE_RENDER_PRESET_SELECTION and NGX_DLSS_NR_SL_OVERRIDE from R610, alongside SL_DLSS_OVERRIDE from R615.
These additions expand the driver configuration interfaces exposed through DXVK-NVAPI, although their availability does not guarantee that every associated graphics feature will function in every game.
Several changes target stability and compatibility. The developers have modified how NVAPI wrappers for Direct3D 12 devices, command lists and command queues are stored, replacing a cache-based approach with D3D12 private data. This is intended to prevent crashes associated with certain games and modding tools.
A separate initialization race condition has also been fixed. The release notes specifically identify a crash affecting Elite Dangerous when the EDHM modification is installed.
For War Thunder, the developers have removed an older workaround that spoofed Pascal GPU identification. The workaround is no longer necessary because DLSS now functions with the game’s Direct3D 11 implementation.
Sound Voltex also receives a compatibility improvement through the implementation of NvAPI_DISP_GetDisplayConfig, allowing the game to retrieve display refresh-rate information.
Additionally, the release introduces a workaround for NVIDIA’s RTX Path Tracing Sample, enabling it to access NVAPI shader extensions without manually setting the DXVK_NVAPI_D3D12_NV_SHADER_EXTN=1 environment variable.
Graphics memory reporting has been refined as well. DXVK-NVAPI now reports available and free VRAM in a manner closer to NVIDIA’s Windows NVAPI implementation. This improves consistency in the information exposed to games and applications, although the developers have not claimed measurable performance gains from the change.
Beyond the graphics and compatibility updates, DXVK-NVAPI 0.9.3 adds ARM64 compilation support and includes an ARM64 build in its official release artifacts.
This expands the architectures for which the software can be built and distributed, but it does not establish complete Windows gaming compatibility on ARM-based Linux systems. Other parts of the gaming software stack, including the relevant compatibility layers and game binaries, must also be supported.
ARM64 build availability should therefore not be confused with official Steam compatibility across ARM devices. Valve’s standard Steam for Linux client does not officially support ARM PCs, despite its separate work on ARM-based platforms.
DXVK-NVAPI 0.9.3 arrives amid continued development of Linux gaming compatibility components. Valve has also been updating Proton Experimental with game-specific compatibility fixes, while projects such as VKD3D-Proton continue expanding DirectX 12 functionality on Vulkan.
DXVK-NVAPI is already integrated into Proton, meaning users of Valve’s compatibility tool generally do not need to install it separately. However, the availability of version 0.9.3 within a particular Proton build depends on when that build incorporates the updated component.
The new release is available through the project’s official GitHub repository, with prebuilt artifacts and updated NVAPI, NVML, Vulkan and DirectX headers. Its most immediate changes concern support for newer NVIDIA driver capabilities and fixes for known compatibility problems rather than independently demonstrated increases in gaming performance.
