DXVK 2.0 (A Vulkan-based translation layer for DX 9/10/11)

Discussion in 'General Software and Applications' started by SpajdrEX, Aug 13, 2020.

  1. aufkrawall2

    aufkrawall2 Ancient Guru

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    True, unfortunately amdvlk (AMD's official Vulkan driver) is still too stupid to make sure frames are properly flipped from backbuffer queue when GPU is maxed out and you hit certain frame rates. Vsync off vs. on:
    [​IMG] [​IMG]

    It's a flat line with Mesa RADV driver or Nvidia and it really is stutter shown on screen that is visible in the frame time graph (not placebo). AMD just gives a cr*p about this, I reported it to them years ago...

    Well, apart from always setting backbuffer queue length to 3, I recommend to also always set dxgi.maxFrameLatency = 1 / d3d9.maxFrameLatency = 1 . In 99.9% of cases higher CPU prerender of 1 has only disadvantages (more lag, higher frame time variance).
     
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  2. MidoZq

    MidoZq Guest

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    Are you sure It works with Dishonored 2? copied dxgi.dll and d3d11.dll and the game opens and then closes immediately.
     
  3. Krteq

    Krteq Maha Guru

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    Yes, I'm pretty sure. I played a whole game + DLC with DXVK :)

    Are you using correct DLLs bitness (32/64-bit)?
     
  4. aufkrawall2

    aufkrawall2 Ancient Guru

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    Try disabling fullscreen optimizations, RTSS inject and other overlays etc. Though DXVK doesn't make much sense on Windows vs. Nvidia D3D11.
     

  5. Cryio

    Cryio Master Guru

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    Can confirm, Dishonored 2 gets some nice performance and reduction of stutters improvement with DXVK on a 5700 XT.
     
  6. MidoZq

    MidoZq Guest

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    yes and the game opens then closes immediately :(
     
  7. WhiteLightning

    WhiteLightning Don Illuminati Staff Member

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    are you using both .dll ? i haven't checked dxvk , but with other mods like reshade you use just one.
     
  8. MidoZq

    MidoZq Guest

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    yeah both, and tried dxgi and d3d11 alone with no avail.
    here's d3d11 log
    warn: D3D11CoreCreateDevice: Adapter is not a DXVK adapter
    info: Game: Dishonored2.exe
    info: DXVK: v1.9-async
    info: Built-in extension providers:
    info: Win32 WSI
    info: OpenVR
    info: OpenXR
    info: OpenVR: could not open registry key, status 2
    warn: OpenVR: Failed to locate module
    info: Enabled instance extensions:
    info: VK_KHR_get_surface_capabilities2
    info: VK_KHR_surface
    info: VK_KHR_win32_surface
    info: D3D11CoreCreateDevice: Probing D3D_FEATURE_LEVEL_11_1
    info: D3D11CoreCreateDevice: Using feature level D3D_FEATURE_LEVEL_11_1
    info: Device properties:
    info: Device name: : NVIDIA GeForce RTX 3080
    info: Driver version : 471.11.0
    info: Enabled device extensions:
    info: VK_EXT_4444_formats
    info: VK_EXT_conservative_rasterization
    info: VK_EXT_custom_border_color
    info: VK_EXT_depth_clip_enable
    info: VK_EXT_extended_dynamic_state
    info: VK_EXT_full_screen_exclusive
    info: VK_EXT_host_query_reset
    info: VK_EXT_memory_priority
    info: VK_EXT_robustness2
    info: VK_EXT_shader_demote_to_helper_invocation
    info: VK_EXT_shader_viewport_index_layer
    info: VK_EXT_transform_feedback
    info: VK_EXT_vertex_attribute_divisor
    info: VK_KHR_create_renderpass2
    info: VK_KHR_depth_stencil_resolve
    info: VK_KHR_draw_indirect_count
    info: VK_KHR_driver_properties
    info: VK_KHR_image_format_list
    info: VK_KHR_sampler_mirror_clamp_to_edge
    info: VK_KHR_shader_float_controls
    info: VK_KHR_swapchain
    info: Device features:
    info: robustBufferAccess : 1
    info: fullDrawIndexUint32 : 1
    info: imageCubeArray : 1
    info: independentBlend : 1
    info: geometryShader : 1
    info: tessellationShader : 1
    info: sampleRateShading : 1
    info: dualSrcBlend : 1
    info: logicOp : 1
    info: multiDrawIndirect : 1
    info: drawIndirectFirstInstance : 1
    info: depthClamp : 1
    info: depthBiasClamp : 1
    info: fillModeNonSolid : 1
    info: depthBounds : 1
    info: multiViewport : 1
    info: samplerAnisotropy : 1
    info: textureCompressionBC : 1
    info: occlusionQueryPrecise : 1
    info: pipelineStatisticsQuery : 1
    info: vertexPipelineStoresAndAtomics : 1
    info: fragmentStoresAndAtomics : 1
    info: shaderImageGatherExtended : 1
    info: shaderStorageImageExtendedFormats : 0
    info: shaderStorageImageReadWithoutFormat : 1
    info: shaderStorageImageWriteWithoutFormat : 1
    info: shaderClipDistance : 1
    info: shaderCullDistance : 1
    info: shaderFloat64 : 1
    info: shaderInt64 : 1
    info: variableMultisampleRate : 1
    info: VK_EXT_4444_formats
    info: formatA4R4G4B4 : 1
    info: formatA4B4G4R4 : 1
    info: VK_EXT_custom_border_color
    info: customBorderColors : 1
    info: customBorderColorWithoutFormat : 1
    info: VK_EXT_depth_clip_enable
    info: depthClipEnable : 1
    info: VK_EXT_extended_dynamic_state
    info: extendedDynamicState : 1
    info: VK_EXT_host_query_reset
    info: hostQueryReset : 1
    info: VK_EXT_memory_priority
    info: memoryPriority : 1
    info: VK_EXT_robustness2
    info: robustBufferAccess2 : 1
    info: robustImageAccess2 : 1
    info: nullDescriptor : 1
    info: VK_EXT_shader_demote_to_helper_invocation
    info: shaderDemoteToHelperInvocation : 1
    info: VK_EXT_transform_feedback
    info: transformFeedback : 1
    info: geometryStreams : 1
    info: VK_EXT_vertex_attribute_divisor
    info: vertexAttributeInstanceRateDivisor : 1
    info: vertexAttributeInstanceRateZeroDivisor : 1
    info: Queue families:
    info: Graphics : 0
    info: Transfer : 1
    info: DXVK: Using 5 async compiler threads
    info: DXVK: Read 0 valid state cache entries
    info: DXVK: Using 5 compiler threads
    warn: D3D11CoreCreateDevice: Adapter is not a DXVK adapter
    info: Game: Dishonored2.exe
    info: DXVK: v1.9-async
    info: Built-in extension providers:
    info: Win32 WSI
    info: OpenVR
    info: OpenXR
    info: OpenVR: could not open registry key, status 2
    warn: OpenVR: Failed to locate module
    info: Enabled instance extensions:
    info: VK_KHR_get_surface_capabilities2
    info: VK_KHR_surface
    info: VK_KHR_win32_surface
    info: D3D11CoreCreateDevice: Probing D3D_FEATURE_LEVEL_11_1
    info: D3D11CoreCreateDevice: Using feature level D3D_FEATURE_LEVEL_11_1
    info: Device properties:
    info: Device name: : NVIDIA GeForce RTX 3080
    info: Driver version : 471.11.0
    info: Enabled device extensions:
    info: VK_EXT_4444_formats
    info: VK_EXT_conservative_rasterization
    info: VK_EXT_custom_border_color
    info: VK_EXT_depth_clip_enable
    info: VK_EXT_extended_dynamic_state
    info: VK_EXT_full_screen_exclusive
    info: VK_EXT_host_query_reset
    info: VK_EXT_memory_priority
    info: VK_EXT_robustness2
    info: VK_EXT_shader_demote_to_helper_invocation
    info: VK_EXT_shader_viewport_index_layer
    info: VK_EXT_transform_feedback
    info: VK_EXT_vertex_attribute_divisor
    info: VK_KHR_create_renderpass2
    info: VK_KHR_depth_stencil_resolve
    info: VK_KHR_draw_indirect_count
    info: VK_KHR_driver_properties
    info: VK_KHR_image_format_list
    info: VK_KHR_sampler_mirror_clamp_to_edge
    info: VK_KHR_shader_float_controls
    info: VK_KHR_swapchain
    info: Device features:
    info: robustBufferAccess : 1
    info: fullDrawIndexUint32 : 1
    info: imageCubeArray : 1
    info: independentBlend : 1
    info: geometryShader : 1
    info: tessellationShader : 1
    info: sampleRateShading : 1
    info: dualSrcBlend : 1
    info: logicOp : 1
    info: multiDrawIndirect : 1
    info: drawIndirectFirstInstance : 1
    info: depthClamp : 1
    info: depthBiasClamp : 1
    info: fillModeNonSolid : 1
    info: depthBounds : 1
    info: multiViewport : 1
    info: samplerAnisotropy : 1
    info: textureCompressionBC : 1
    info: occlusionQueryPrecise : 1
    info: pipelineStatisticsQuery : 1
    info: vertexPipelineStoresAndAtomics : 1
    info: fragmentStoresAndAtomics : 1
    info: shaderImageGatherExtended : 1
    info: shaderStorageImageExtendedFormats : 0
    info: shaderStorageImageReadWithoutFormat : 1
    info: shaderStorageImageWriteWithoutFormat : 1
    info: shaderClipDistance : 1
    info: shaderCullDistance : 1
    info: shaderFloat64 : 1
    info: shaderInt64 : 1
    info: variableMultisampleRate : 1
    info: VK_EXT_4444_formats
    info: formatA4R4G4B4 : 1
    info: formatA4B4G4R4 : 1
    info: VK_EXT_custom_border_color
    info: customBorderColors : 1
    info: customBorderColorWithoutFormat : 1
    info: VK_EXT_depth_clip_enable
    info: depthClipEnable : 1
    info: VK_EXT_extended_dynamic_state
    info: extendedDynamicState : 1
    info: VK_EXT_host_query_reset
    info: hostQueryReset : 1
    info: VK_EXT_memory_priority
    info: memoryPriority : 1
    info: VK_EXT_robustness2
    info: robustBufferAccess2 : 1
    info: robustImageAccess2 : 1
    info: nullDescriptor : 1
    info: VK_EXT_shader_demote_to_helper_invocation
    info: shaderDemoteToHelperInvocation : 1
    info: VK_EXT_transform_feedback
    info: transformFeedback : 1
    info: geometryStreams : 1
    info: VK_EXT_vertex_attribute_divisor
    info: vertexAttributeInstanceRateDivisor : 1
    info: vertexAttributeInstanceRateZeroDivisor : 1
    info: Queue families:
    info: Graphics : 0
    info: Transfer : 1
    info: DXVK: Using 5 async compiler threads
    info: DXVK: Read 0 valid state cache entries
    info: DXVK: Using 5 compiler threads
    warn: D3D11CoreCreateDevice: Adapter is not a DXVK adapter
    info: Game: Dishonored2.exe
    info: DXVK: v1.9-async
    info: Built-in extension providers:
    info: Win32 WSI
    info: OpenVR
    info: OpenXR
    info: OpenVR: could not open registry key, status 2
    warn: OpenVR: Failed to locate module
    info: Enabled instance extensions:
    info: VK_KHR_get_surface_capabilities2
    info: VK_KHR_surface
    info: VK_KHR_win32_surface
    info: D3D11CoreCreateDevice: Probing D3D_FEATURE_LEVEL_11_1
    info: D3D11CoreCreateDevice: Using feature level D3D_FEATURE_LEVEL_11_1
    info: Device properties:
    info: Device name: : NVIDIA GeForce RTX 3080
    info: Driver version : 471.11.0
    info: Enabled device extensions:
    info: VK_EXT_4444_formats
    info: VK_EXT_conservative_rasterization
    info: VK_EXT_custom_border_color
    info: VK_EXT_depth_clip_enable
    info: VK_EXT_extended_dynamic_state
    info: VK_EXT_full_screen_exclusive
    info: VK_EXT_host_query_reset
    info: VK_EXT_memory_priority
    info: VK_EXT_robustness2
    info: VK_EXT_shader_demote_to_helper_invocation
    info: VK_EXT_shader_viewport_index_layer
    info: VK_EXT_transform_feedback
    info: VK_EXT_vertex_attribute_divisor
    info: VK_KHR_create_renderpass2
    info: VK_KHR_depth_stencil_resolve
    info: VK_KHR_draw_indirect_count
    info: VK_KHR_driver_properties
    info: VK_KHR_image_format_list
    info: VK_KHR_sampler_mirror_clamp_to_edge
    info: VK_KHR_shader_float_controls
    info: VK_KHR_swapchain
    info: Device features:
    info: robustBufferAccess : 1
    info: fullDrawIndexUint32 : 1
    info: imageCubeArray : 1
    info: independentBlend : 1
    info: geometryShader : 1
    info: tessellationShader : 1
    info: sampleRateShading : 1
    info: dualSrcBlend : 1
    info: logicOp : 1
    info: multiDrawIndirect : 1
    info: drawIndirectFirstInstance : 1
    info: depthClamp : 1
    info: depthBiasClamp : 1
    info: fillModeNonSolid : 1
    info: depthBounds : 1
    info: multiViewport : 1
    info: samplerAnisotropy : 1
    info: textureCompressionBC : 1
    info: occlusionQueryPrecise : 1
    info: pipelineStatisticsQuery : 1
    info: vertexPipelineStoresAndAtomics : 1
    info: fragmentStoresAndAtomics : 1
    info: shaderImageGatherExtended : 1
    info: shaderStorageImageExtendedFormats : 0
    info: shaderStorageImageReadWithoutFormat : 1
    info: shaderStorageImageWriteWithoutFormat : 1
    info: shaderClipDistance : 1
    info: shaderCullDistance : 1
    info: shaderFloat64 : 1
    info: shaderInt64 : 1
    info: variableMultisampleRate : 1
    info: VK_EXT_4444_formats
    info: formatA4R4G4B4 : 1
    info: formatA4B4G4R4 : 1
    info: VK_EXT_custom_border_color
    info: customBorderColors : 1
    info: customBorderColorWithoutFormat : 1
    info: VK_EXT_depth_clip_enable
    info: depthClipEnable : 1
    info: VK_EXT_extended_dynamic_state
    info: extendedDynamicState : 1
    info: VK_EXT_host_query_reset
    info: hostQueryReset : 1
    info: VK_EXT_memory_priority
    info: memoryPriority : 1
    info: VK_EXT_robustness2
    info: robustBufferAccess2 : 1
    info: robustImageAccess2 : 1
    info: nullDescriptor : 1
    info: VK_EXT_shader_demote_to_helper_invocation
    info: shaderDemoteToHelperInvocation : 1
    info: VK_EXT_transform_feedback
    info: transformFeedback : 1
    info: geometryStreams : 1
    info: VK_EXT_vertex_attribute_divisor
    info: vertexAttributeInstanceRateDivisor : 1
    info: vertexAttributeInstanceRateZeroDivisor : 1
    info: Queue families:
    info: Graphics : 0
    info: Transfer : 1
    info: DXVK: Using 5 async compiler threads
    info: DXVK: Read 0 valid state cache entries
    info: DXVK: Using 5 compiler threads
    warn: D3D11CoreCreateDevice: Adapter is not a DXVK adapter
    info: Game: Dishonored2.exe
    info: DXVK: v1.9-async
    info: Built-in extension providers:
    info: Win32 WSI
    info: OpenVR
    info: OpenXR
    info: OpenVR: could not open registry key, status 2
    warn: OpenVR: Failed to locate module
    info: Enabled instance extensions:
    info: VK_KHR_get_surface_capabilities2
    info: VK_KHR_surface
    info: VK_KHR_win32_surface
    info: D3D11CoreCreateDevice: Probing D3D_FEATURE_LEVEL_11_1
    info: D3D11CoreCreateDevice: Using feature level D3D_FEATURE_LEVEL_11_1
    info: Device properties:
    info: Device name: : NVIDIA GeForce RTX 3080
    info: Driver version : 471.11.0
    info: Enabled device extensions:
    info: VK_EXT_4444_formats
    info: VK_EXT_conservative_rasterization
    info: VK_EXT_custom_border_color
    info: VK_EXT_depth_clip_enable
    info: VK_EXT_extended_dynamic_state
    info: VK_EXT_full_screen_exclusive
    info: VK_EXT_host_query_reset
    info: VK_EXT_memory_priority
    info: VK_EXT_robustness2
    info: VK_EXT_shader_demote_to_helper_invocation
    info: VK_EXT_shader_viewport_index_layer
    info: VK_EXT_transform_feedback
    info: VK_EXT_vertex_attribute_divisor
    info: VK_KHR_create_renderpass2
    info: VK_KHR_depth_stencil_resolve
    info: VK_KHR_draw_indirect_count
    info: VK_KHR_driver_properties
    info: VK_KHR_image_format_list
    info: VK_KHR_sampler_mirror_clamp_to_edge
    info: VK_KHR_shader_float_controls
    info: VK_KHR_swapchain
    info: Device features:
    info: robustBufferAccess : 1
    info: fullDrawIndexUint32 : 1
    info: imageCubeArray : 1
    info: independentBlend : 1
    info: geometryShader : 1
    info: tessellationShader : 1
    info: sampleRateShading : 1
    info: dualSrcBlend : 1
    info: logicOp : 1
    info: multiDrawIndirect : 1
    info: drawIndirectFirstInstance : 1
    info: depthClamp : 1
    info: depthBiasClamp : 1
    info: fillModeNonSolid : 1
    info: depthBounds : 1
    info: multiViewport : 1
    info: samplerAnisotropy : 1
    info: textureCompressionBC : 1
    info: occlusionQueryPrecise : 1
    info: pipelineStatisticsQuery : 1
    info: vertexPipelineStoresAndAtomics : 1
    info: fragmentStoresAndAtomics : 1
    info: shaderImageGatherExtended : 1
    info: shaderStorageImageExtendedFormats : 0
    info: shaderStorageImageReadWithoutFormat : 1
    info: shaderStorageImageWriteWithoutFormat : 1
    info: shaderClipDistance : 1
    info: shaderCullDistance : 1
    info: shaderFloat64 : 1
    info: shaderInt64 : 1
    info: variableMultisampleRate : 1
    info: VK_EXT_4444_formats
    info: formatA4R4G4B4 : 1
    info: formatA4B4G4R4 : 1
    info: VK_EXT_custom_border_color
    info: customBorderColors : 1
    info: customBorderColorWithoutFormat : 1
    info: VK_EXT_depth_clip_enable
    info: depthClipEnable : 1
    info: VK_EXT_extended_dynamic_state
    info: extendedDynamicState : 1
    info: VK_EXT_host_query_reset
    info: hostQueryReset : 1
    info: VK_EXT_memory_priority
    info: memoryPriority : 1
    info: VK_EXT_robustness2
    info: robustBufferAccess2 : 1
    info: robustImageAccess2 : 1
    info: nullDescriptor : 1
    info: VK_EXT_shader_demote_to_helper_invocation
    info: shaderDemoteToHelperInvocation : 1
    info: VK_EXT_transform_feedback
    info: transformFeedback : 1
    info: geometryStreams : 1
    info: VK_EXT_vertex_attribute_divisor
    info: vertexAttributeInstanceRateDivisor : 1
    info: vertexAttributeInstanceRateZeroDivisor : 1
    info: Queue families:
    info: Graphics : 0
    info: Transfer : 1
    info: DXVK: Using 5 async compiler threads
    info: DXVK: Read 0 valid state cache entries
    info: DXVK: Using 5 compiler threads
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: 6543dbb6-1b48-42f5-ab82-e97ec74326f6
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: 88399375-734f-4892-a95f-70dd42ce7cdd
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: 72299288-2c68-4ad8-945d-2bfb5aa9c609
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: 2c576d2a-0c1c-4d1d-ad7c-bc4faec15abc
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: 189819f1-1db6-4b57-be54-1821339b85f7
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: b898d4fd-b5b3-4ffc-8694-0259864ffcf8
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: 9b7e4a00-342c-4106-a19f-4f2704f689f0
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: c4fec28f-7966-4e95-9f94-f431cb56c3b8
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: ffffffff-1bbe-4d12-afbf-8fdf7e0a87c7
    warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
    warn: c4fec28f-7966-4e95-9f94-f431cb56c3b8
     
  9. WhiteLightning

    WhiteLightning Don Illuminati Staff Member

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    @MidoZq I have downloaded the game , and tried the .dll , but it crashes for me too. I'm on a 1070. Maybe it works better on AMD gpu's.
     
  10. CPC_RedDawn

    CPC_RedDawn Ancient Guru

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    Hi guys I have been using DXVK with GTA 4 and it helps massively with the games poor code and terrible optimisations. I used cheats to spawn a chopper and fly around the entire map to build a shader cache up and then used weapon cheats to cause chaos also to build shader cache and this worked great. Now the game runs really smooth and I lock the fps to 72fps 2560x1440 resolution with everything on max settings (apart from view distance which I set to 43/100 as it gives a little performance boost for next to no loss in IQ).

    HOWEVER!

    During this shader cache building I didn't notice I have a problem. Its not major but it gets really distracting. I have flickering coloured dots appearing on my screen randomly. I have pin pointed it down to points of light in the game. Not sure if this is a DXVK thing as I have read about reports from other who have the issue MUCH worse than me (SEE OLD ARTICLE HERE)

    The "dots" I can see are like mini crosshairs and they appear for a SPLIT second and then vanish. Only seems to happen around light sources, although some articles seem to point towards bloom and smoke being the cause.

    No overclocking on my part, no over heating, all hardware is at stock apart from RAM which is just set to its XMP. No other game has flicker or artifacts so its not dying hardware.

    Here are two screen shots I managed to grab.
    GTA 1.jpg GTA 2.jpg

    EDIT: I have tried 3 different driver versions also and all show the same results.

    EDIT2: I have tested without DXVK in the exact same areas as the screenshots to compare and I can not replicate the same issue. This seems to be a DXVK/AMD issue.

    Anyone know where too report DXVK bugs? I doubt AMD will be interested in this so it most likely will fall upon the devs on DXVK.

    EDIT3: posted on the dxvk issue page
    https://github.com/Sporif/dxvk-async/issues/19

    EDIT4:

    After more testing I have found that the speed at which these appear on screen is based on your fps and your resolution. Setting VSR to 5K144Hz makes the game run like butter as it become massively GPU bound. However, flicker and texture corruption is EVERYWHERE. This is not the case NOT using DXVK and just using DX even at 5K144Hz however the game is stuttery when using DX.

    I found that upcapping my fps and sticking to 2560x1440@144Hz using DXVK seems to be the sweet spot. The flickers still occur, but you have to REALLY REALLY look too see them. I recorded a video in OBS and then I had to slowdown the video to 0.67x in VLC and even then it was hard to pin point the flicker but here it is.

    GTA 3.jpg
     
    Last edited: Jul 23, 2021

  11. Astyanax

    Astyanax Ancient Guru

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    those would be classic gpu artifacts, if not for the fact they don't appear otherwise (plus nvidia drivers had a similar issue in dead space 2 except they were white) on 1.7.1


     
    Last edited: Jul 24, 2021
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  12. AsiJu

    AsiJu Ancient Guru

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    DXVK needs also dxgi.dll for DX11 and DX10.
     
    WhiteLightning likes this.
  13. Krteq

    Krteq Maha Guru

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    DXVK 1.9.1

     
    Last edited: Jul 27, 2021
    OnnA, Cryio, PhazDelta and 3 others like this.
  14. Cryio

    Cryio Master Guru

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    Nitro+ 7900 XTX
    DXVK (Async 1.9.1) does wonders on AMD in Dead Space 1 and 2.

    On DirectX9, games randomly stutter or drops fps for more than 1 ms all the time, even if there is tremendous CPU/GPU headroom available. You can feel the games hitching. Happens with both regular drivers and NimeZ drivers. I even have Shader Cache enabled globally and still nothing.

    Using DXVK though, all stutters are gone, performance is rock solid at 4K120 fps in my case with GPU at minimum load (~1100 Mhz, 725-750 mV)

    Bonus points: Forcing Vsync On in the driver doesn't work, only Enhanced Sync works. But DXVK has Vsync enabled by default and it's perfect, so use that instead.
     
    OnnA likes this.
  15. OnnA

    OnnA Ancient Guru

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    Async 1.9.1 working great in HoMM VII (Yes Heroes are still kickin')
    DX9 side is a little slower on Vega, also it's working great in Vampyr :D
     
    Cryio likes this.

  16. MidoZq

    MidoZq Guest

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    So I was actually using DXVK recently in some games (works perfectly) suddenly now I have to wait 1-2 minutes for games to open. Anyone knows how to fix it?
     
  17. StreamWhenGuy

    StreamWhenGuy Guest

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    Yo mate. First of all I'd like to thank you for the thorough guide on how to setup DXVK.
    I'm currently playing Dishonored 2 and man, what a technical mess of a game it is. DXVK Async certainly helps, but not as much. Frame pacing is a nightmare.
    Anyway, were you using some special tweaks in the dxvk.conf to make it as stable as possible that you could share, or were you playing with just a default setup? I tried to tweak some settings but haven't noticed any improvements whatsoever. If anything, some tweaks made the game perform worse.
     
  18. aufkrawall2

    aufkrawall2 Ancient Guru

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    Dishonored 2 has bad VRAM management. DXVK increases VRAM consumption and can't deal with VRAM pressure as good as the Nvidia D3D11 driver by design. With a 6GB card you might have to severely cripple texture resolution and other settings when playing longer without restarting the game. In some scenarios not even 8GB would be sufficient. Try ULL at on or ultra setting with NV D3D11.
    The game also has broken mouse input stutter (another similarity to Deathloop...) when not limiting fps with the game's limiter at 60fps (30 and 120 probably would work too). You unfortunately can't fix stupid...
     
  19. StreamWhenGuy

    StreamWhenGuy Guest

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    Yo. I've already tried virtually everything I could, even switched from DP to HDMI (obviously, didn't help). The best result for me is default DXVK Async usage. Perhaps it's just placebo, but I feel like it's slightly better. Without DXVK, any Low Latency setting makes it even worse, and any possible driver tweak wouldn't do much. Since I'm playing with a gamepad, the mouse fix is irrelevant, but I've tried switching from a controller to mouse/keyboard out of curiosity with a mouse fix applied to see whether it eliminates the issues. No. Everything stays the same. All in-game settings are mostly set to medium except textures. I'm on a 60Hz monitor and I usually play for about 3-4 hours before I quit. There haven't been any game crashes yet..
    I'll try to test it out with lower textures quality and without DXVK though.
     
  20. Krteq

    Krteq Maha Guru

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    DXVK 1.9.2
     
    Last edited: Sep 20, 2021

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