GUIDE · FORKS · ASYNC · DXVK 3.1.1
DXVK async and gplasync: what they are and whether you still need them
How we checked this
Which async is which
| Project | What it is | Tracks | How to enable | Status (checked 7 Nov 2026) | Anti-cheat risk |
|---|---|---|---|---|---|
| Official DXVK 3.1.1 | The project itself. No async. | itself | Nothing to enable. Uses GPL and, from 3.0, a shader cache | Active | Replacing DLLs can be flagged (README) |
| dxvk-gplasync (Ph42oN, GitLab) | Async patch updated for 2.x with GPL support | Its latest release v3.1.1-1 (19 Sep 2026) follows DXVK 3.1.1 | DXVK_ASYNC=1 or dxvk.enableAsync=true | Active: releases for 2.7, 2.7.1, 3.0 and 3.1.1 | Author: use at your own risk with anti-cheat |
| dxvk-async (Sporif, GitHub) | The original async patch | DXVK 1.4.3 to 1.10.x | DXVK_ASYNC=1 | Archived and read-only (Nov 2025) | Anti-cheat could trigger |
| dxvk-gplasync-lowlatency (Digger1955) | A variant of gplasync | Not checked | Not checked | Not checked by us | Unknown |
No rows match.
Where to get them: only from the project pages above (the GitLab repository and its releases). Do not download re-uploads. We host no fork files.
How async works (and what it costs)
Normally a frame waits when the game uses a shader that is not compiled yet: that wait is the hitch. Async draws the frame anyway and leaves out the object whose shader is not ready, then shows it a few frames later. You trade a pause for a brief visual gap, which players describe as pop-in or missing objects (community reports; we did not reproduce it). The fork’s README says it lets frames be drawn before shaders finish compiling and can run together with the Graphics Pipeline Library.
Where official DXVK fits: GPL compiles shaders at load time when the game loads its shaders early, and 3.x’s shader cache helps repeat runs (see the stutter page). Async only matters for what is left: shaders created at draw time.
Do you still need it in 2026?
- Official 3.x, a GPL-capable driver, and the game loads shaders early: probably not.
- Games that create shaders at draw time (most Unreal Engine games), or drivers without GPL: maybe; the README says GPL leaves some stutter there.
- Any online game: no.
We measured it: not yet
We planned a same-route comparison of official 3.1.1 against gplasync, with frames over 50 ms and a screenshot pair for pop-in. That needs a real GPU, real games and the fork’s DLLs on a Linux desktop, which our lab does not have. So this page gives you no numbers and does not claim async helps or hurts any game.
How to turn it on
Windows
Download the gplasync release that matches your DXVK line from its GitLab releases page, and place the DLLs exactly like normal DXVK (see the Windows guide). Then enable it in dxvk.conf or the environment, per the fork’s README:
dxvk.enableAsync = True
Official DXVK ignores that line. Our Config Builder flags it as fork-only if you choose “gplasync” as the DXVK line. We have not run the fork, so we cannot show you its log banner; check the log for the version the fork reports, and use the DLL Verifier on the download page: an async build is “DXVK-based, not an official release file” and the verifier marks async builds when it finds the async markers (F45).
Linux and Proton
Replace the DLLs in a Wine prefix, or use a launcher that offers gplasync builds. The environment variable form is DXVK_ASYNC=1. Details for launchers are on the launchers page.
Winlator and Android
People use packaged builds in Winlator. We host none and link none; see the Android page.
Risks
- Anti-cheat. The fork’s README says to use it at your own risk in games with anti-cheat. The official README warns that replacing Direct3D DLLs can be treated as cheating.
- Visual glitches. The fork’s README mentions graphical glitching with its memory-defrag feature in some versions and offers
dxvk.enableMemoryDefrag=falseas a workaround. - Extra VRAM. The fork’s README says the Graphics Pipeline Library can increase VRAM use, and
dxvk.enableGraphicsPipelineLibrary=falseturns it off. - Lag behind upstream, and bug reports. Forks follow official releases after a delay. Do not report fork problems to official DXVK; report them to the fork.
Old async versions people still search for
“1.10.3 async” means Sporif’s patch on 1.10.x, for older GPUs, now archived: see the 1.10.3 page. Fork releases are numbered after the upstream version they are built on, so an old number carries that old version’s bugs. Use the current fork release and read the release history for what changed upstream.
Settings that only work with the fork
| Setting | What it does | Status |
|---|---|---|
| DXVK_ASYNC=1 | Turns async on. | fork-only: absent from official DXVK |
| dxvk.enableAsync = True | Same, from dxvk.conf. | fork-only |
| dxvk.gplAsyncCache, DXVK_GPLASYNCCACHE=1 | State-cache fixes for GPL. | fork-only, removed in the fork's v2.7-1 |
No rows match.
Questions people ask
What is DXVK async?
A patch that lets frames be drawn before shaders finish compiling, which reduces stutter at the cost of objects briefly missing. It is not in official DXVK; the current maintained version is the dxvk-gplasync fork.
Async vs gplasync?
The original dxvk-async patch by Sporif targets DXVK 1.4.3 to 1.10.x and its repository is archived. dxvk-gplasync updates the idea for DXVK 2.1 and newer so async can run together with the Graphics Pipeline Library.
Is async in DXVK 3.0?
No. The DXVK_ASYNC variable and the dxvk.enableAsync option are absent from every upstream release we checked. Official DXVK 3.x has the Graphics Pipeline Library and a shader cache instead.
Does DXVK_ASYNC=1 work with official DXVK?
No. Official DXVK does not read it. It only does something in an async fork.
Will I get banned?
The fork's own page says to use it at your own risk in games with anti-cheat, and that its author has not heard of bans but some anti-cheat could trigger. Replacing Direct3D DLLs can be flagged even with official DXVK (README). Avoid online games.
Is gplasync better than normal DXVK?
We did not measure it: our lab has no real GPU or games. It can reduce stutter in some games; it can also cause missing objects. Official 3.x already covers load-time shaders and repeat runs.
Sources
- dxvk-gplasync README (GitLab) · accessed 2026-11-07
- dxvk-gplasync releases (GitLab API) · accessed 2026-11-07
- dxvk-async by Sporif (GitHub, archived) · accessed 2026-11-07
- DXVK README at v3.1.1 · accessed 2026-11-07