[DX9 > DX12 PROXY] Further Performance Boosting

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Automation
Posts: 87

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#121 » Tue Mar 29, 2022 2:33 pm

Scottx125 wrote: Tue Mar 29, 2022 2:27 pm
Automation wrote: Tue Mar 29, 2022 2:20 pm Weird, i just logged in and i could see anomalys in the game so i restarted the game but now i cant see the HUD annymore so i asume the dxvk thingie isnt on board annymore.
No clue what changed that caused this.
Only thing i did was shut down my pc last night and booted it up again today.
Strange, try replacing the d3d9.dll. Also make sure if you're messing around with the config you ensure commands are case sensitive.
I havent changed annything or touched the config other then add this hut and create a bat file to launch the game.
I will try to place the d3d9 in again.
Definatly weird yeah :D
Edit: replacing the d3d9 reapplied it again and the anomalys seems to be gone aswell.

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Tesq
Posts: 5713

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#122 » Tue Mar 29, 2022 3:21 pm

i tried this too with 1.10 but i did something else, i removed the d3d9_34.dll file in war folder and replace it with the 32folder one (and rename it d3d9_34.dll)

for me it does seems to fix the freeze when you turn camera while it's loading many ppl in one place, didnt test in transition phase in combat when lots of ppl get into each other but i suppose should do the same there, but i need primetime to test this; lemme know if this work.

EDIT: i also did try the put whole d3d9 -10-11 etc method all inside war folder, for me it does work and show 10 fps more in city.

the launcher is black but hovering with mouse show the connect button, no crash so far.

Win7 -64 bit , pro (with DEP - data execution protection - disable)
Last edited by Tesq on Tue Mar 29, 2022 4:44 pm, edited 3 times in total.
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Fenris78
Posts: 866

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#123 » Tue Mar 29, 2022 3:56 pm

Guess it will not work under win7... Tried 32 bits version (with 32 bits executable) and got crash after splash screen (right before character model loads).

Log file here if any help :
Spoiler:

Code: Select all

info:  Game: RoRLauncher.exe
info:  DXVK: v1.9
info:  Found config file: dxvk.conf
info:  Effective configuration:
info:    d3d9.customVendorId = 1002
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
warn:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce GTX 1080:
info:    Driver: 466.77.0
info:    Vulkan: 1.2.168
info:    Memory Heap[0]: 
info:      Size: 8077 MiB
info:      Flags: 0x1
info:      Memory Type[7]: Property Flags = 0x1
info:    Memory Heap[1]: 
info:      Size: 32488 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[1]: Property Flags = 0x0
info:      Memory Type[2]: Property Flags = 0x0
info:      Memory Type[3]: Property Flags = 0x0
info:      Memory Type[4]: Property Flags = 0x0
info:      Memory Type[5]: Property Flags = 0x0
info:      Memory Type[6]: Property Flags = 0x0
info:      Memory Type[8]: Property Flags = 0x6
info:      Memory Type[9]: Property Flags = 0xe
warn:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce GTX 1080:
info:    Driver: 466.77.0
info:    Vulkan: 1.2.168
info:    Memory Heap[0]: 
info:      Size: 8077 MiB
info:      Flags: 0x1
info:      Memory Type[7]: Property Flags = 0x1
info:    Memory Heap[1]: 
info:      Size: 32488 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[1]: Property Flags = 0x0
info:      Memory Type[2]: Property Flags = 0x0
info:      Memory Type[3]: Property Flags = 0x0
info:      Memory Type[4]: Property Flags = 0x0
info:      Memory Type[5]: Property Flags = 0x0
info:      Memory Type[6]: Property Flags = 0x0
info:      Memory Type[8]: Property Flags = 0x6
info:      Memory Type[9]: Property Flags = 0xe
info:  Process set as DPI aware
info:  Device properties:
info:    Device name:     : NVIDIA GeForce GTX 1080
info:    Driver version   : 466.77.0
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                     : 0
info:    sampleRateShading                      : 1
info:    dualSrcBlend                           : 0
info:    logicOp                                : 0
info:    multiDrawIndirect                      : 0
info:    drawIndirectFirstInstance              : 0
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               : 0
info:    shaderImageGatherExtended              : 0
info:    shaderStorageImageExtendedFormats      : 0
info:    shaderStorageImageReadWithoutFormat    : 0
info:    shaderStorageImageWriteWithoutFormat   : 1
info:    shaderClipDistance                     : 1
info:    shaderCullDistance                     : 1
info:    shaderFloat64                          : 0
info:    shaderInt64                            : 0
info:    variableMultisampleRate                : 0
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                    : 0
info:    robustImageAccess2                     : 0
info:    nullDescriptor                         : 1
info:  VK_EXT_shader_demote_to_helper_invocation
info:    shaderDemoteToHelperInvocation         : 1
info:  VK_EXT_transform_feedback
info:    transformFeedback                      : 0
info:    geometryStreams                        : 0
info:  VK_EXT_vertex_attribute_divisor
info:    vertexAttributeInstanceRateDivisor     : 1
info:    vertexAttributeInstanceRateZeroDivisor : 1
info:  Queue families:
info:    Graphics : 0
info:    Transfer : 1
warn:  DXVK: No state cache file found
warn:  DXVK: Creating new state cache file
info:  DXVK: Using 5 compiler threads
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1
info:      - Height:             1
info:      - Format:             D3D9Format::X8R8G8B8
info:      - Auto Depth Stencil: false
info:                  ^ Format: D3D9Format::Unknown
info:      - Windowed:           true
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
info:    Buffer size:  776x500
info:    Image count:  2
info:    Exclusive FS: 0
warn:  D3D9DeviceEx::SetRenderState: Unhandled render state D3DRS_LASTPIXEL
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
info:    Buffer size:  776x500
info:    Image count:  2
info:    Exclusive FS: 0
info:  Device properties:
info:    Device name:     : NVIDIA GeForce GTX 1080
info:    Driver version   : 466.77.0
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                     : 0
info:    sampleRateShading                      : 1
info:    dualSrcBlend                           : 0
info:    logicOp                                : 0
info:    multiDrawIndirect                      : 0
info:    drawIndirectFirstInstance              : 0
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               : 0
info:    shaderImageGatherExtended              : 0
info:    shaderStorageImageExtendedFormats      : 0
info:    shaderStorageImageReadWithoutFormat    : 0
info:    shaderStorageImageWriteWithoutFormat   : 1
info:    shaderClipDistance                     : 1
info:    shaderCullDistance                     : 1
info:    shaderFloat64                          : 0
info:    shaderInt64                            : 0
info:    variableMultisampleRate                : 0
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                    : 0
info:    robustImageAccess2                     : 0
info:    nullDescriptor                         : 1
info:  VK_EXT_shader_demote_to_helper_invocation
info:    shaderDemoteToHelperInvocation         : 1
info:  VK_EXT_transform_feedback
info:    transformFeedback                      : 0
info:    geometryStreams                        : 0
info:  VK_EXT_vertex_attribute_divisor
info:    vertexAttributeInstanceRateDivisor     : 1
info:    vertexAttributeInstanceRateZeroDivisor : 1
info:  Queue families:
info:    Graphics : 0
info:    Transfer : 1
info:  DXVK: Read 0 valid state cache entries
info:  DXVK: Using 5 compiler threads
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1
info:      - Height:             1
info:      - Format:             D3D9Format::X8R8G8B8
info:      - Auto Depth Stencil: false
info:                  ^ Format: D3D9Format::Unknown
info:      - Windowed:           true
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
info:    Buffer size:  776x500
info:    Image count:  2
info:    Exclusive FS: 0
err:   Failed to create swap chain

User avatar
Tesq
Posts: 5713

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#124 » Tue Mar 29, 2022 4:07 pm

Fenris78 wrote: Tue Mar 29, 2022 3:56 pm Guess it will not work under win7... Tried 32 bits version (with 32 bits executable) and got crash after splash screen (right before character model loads).

Log file here if any help :
Spoiler:

Code: Select all

info:  Game: RoRLauncher.exe
info:  DXVK: v1.9
info:  Found config file: dxvk.conf
info:  Effective configuration:
info:    d3d9.customVendorId = 1002
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
warn:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce GTX 1080:
info:    Driver: 466.77.0
info:    Vulkan: 1.2.168
info:    Memory Heap[0]: 
info:      Size: 8077 MiB
info:      Flags: 0x1
info:      Memory Type[7]: Property Flags = 0x1
info:    Memory Heap[1]: 
info:      Size: 32488 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[1]: Property Flags = 0x0
info:      Memory Type[2]: Property Flags = 0x0
info:      Memory Type[3]: Property Flags = 0x0
info:      Memory Type[4]: Property Flags = 0x0
info:      Memory Type[5]: Property Flags = 0x0
info:      Memory Type[6]: Property Flags = 0x0
info:      Memory Type[8]: Property Flags = 0x6
info:      Memory Type[9]: Property Flags = 0xe
warn:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce GTX 1080:
info:    Driver: 466.77.0
info:    Vulkan: 1.2.168
info:    Memory Heap[0]: 
info:      Size: 8077 MiB
info:      Flags: 0x1
info:      Memory Type[7]: Property Flags = 0x1
info:    Memory Heap[1]: 
info:      Size: 32488 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[1]: Property Flags = 0x0
info:      Memory Type[2]: Property Flags = 0x0
info:      Memory Type[3]: Property Flags = 0x0
info:      Memory Type[4]: Property Flags = 0x0
info:      Memory Type[5]: Property Flags = 0x0
info:      Memory Type[6]: Property Flags = 0x0
info:      Memory Type[8]: Property Flags = 0x6
info:      Memory Type[9]: Property Flags = 0xe
info:  Process set as DPI aware
info:  Device properties:
info:    Device name:     : NVIDIA GeForce GTX 1080
info:    Driver version   : 466.77.0
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                     : 0
info:    sampleRateShading                      : 1
info:    dualSrcBlend                           : 0
info:    logicOp                                : 0
info:    multiDrawIndirect                      : 0
info:    drawIndirectFirstInstance              : 0
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               : 0
info:    shaderImageGatherExtended              : 0
info:    shaderStorageImageExtendedFormats      : 0
info:    shaderStorageImageReadWithoutFormat    : 0
info:    shaderStorageImageWriteWithoutFormat   : 1
info:    shaderClipDistance                     : 1
info:    shaderCullDistance                     : 1
info:    shaderFloat64                          : 0
info:    shaderInt64                            : 0
info:    variableMultisampleRate                : 0
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                    : 0
info:    robustImageAccess2                     : 0
info:    nullDescriptor                         : 1
info:  VK_EXT_shader_demote_to_helper_invocation
info:    shaderDemoteToHelperInvocation         : 1
info:  VK_EXT_transform_feedback
info:    transformFeedback                      : 0
info:    geometryStreams                        : 0
info:  VK_EXT_vertex_attribute_divisor
info:    vertexAttributeInstanceRateDivisor     : 1
info:    vertexAttributeInstanceRateZeroDivisor : 1
info:  Queue families:
info:    Graphics : 0
info:    Transfer : 1
warn:  DXVK: No state cache file found
warn:  DXVK: Creating new state cache file
info:  DXVK: Using 5 compiler threads
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1
info:      - Height:             1
info:      - Format:             D3D9Format::X8R8G8B8
info:      - Auto Depth Stencil: false
info:                  ^ Format: D3D9Format::Unknown
info:      - Windowed:           true
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
info:    Buffer size:  776x500
info:    Image count:  2
info:    Exclusive FS: 0
warn:  D3D9DeviceEx::SetRenderState: Unhandled render state D3DRS_LASTPIXEL
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
info:    Buffer size:  776x500
info:    Image count:  2
info:    Exclusive FS: 0
info:  Device properties:
info:    Device name:     : NVIDIA GeForce GTX 1080
info:    Driver version   : 466.77.0
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                     : 0
info:    sampleRateShading                      : 1
info:    dualSrcBlend                           : 0
info:    logicOp                                : 0
info:    multiDrawIndirect                      : 0
info:    drawIndirectFirstInstance              : 0
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               : 0
info:    shaderImageGatherExtended              : 0
info:    shaderStorageImageExtendedFormats      : 0
info:    shaderStorageImageReadWithoutFormat    : 0
info:    shaderStorageImageWriteWithoutFormat   : 1
info:    shaderClipDistance                     : 1
info:    shaderCullDistance                     : 1
info:    shaderFloat64                          : 0
info:    shaderInt64                            : 0
info:    variableMultisampleRate                : 0
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                    : 0
info:    robustImageAccess2                     : 0
info:    nullDescriptor                         : 1
info:  VK_EXT_shader_demote_to_helper_invocation
info:    shaderDemoteToHelperInvocation         : 1
info:  VK_EXT_transform_feedback
info:    transformFeedback                      : 0
info:    geometryStreams                        : 0
info:  VK_EXT_vertex_attribute_divisor
info:    vertexAttributeInstanceRateDivisor     : 1
info:    vertexAttributeInstanceRateZeroDivisor : 1
info:  Queue families:
info:    Graphics : 0
info:    Transfer : 1
info:  DXVK: Read 0 valid state cache entries
info:  DXVK: Using 5 compiler threads
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1
info:      - Height:             1
info:      - Format:             D3D9Format::X8R8G8B8
info:      - Auto Depth Stencil: false
info:                  ^ Format: D3D9Format::Unknown
info:      - Windowed:           true
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
info:    Buffer size:  776x500
info:    Image count:  2
info:    Exclusive FS: 0
err:   Failed to create swap chain
i tried the way they told me but i also have disabled for other fix purpose DATA EXECUTION PROTECTION on my win7 - 64 bit, altough i didnt have any real improvement for now.

imo after tested it a bit (1.10.0) in eu prime time i just saw worst performance, nominaly the fps are higher in IC but that's it.
Image

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unfairway2003
Posts: 14

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#125 » Tue Mar 29, 2022 8:42 pm

Tesq wrote: Tue Mar 29, 2022 3:21 pm i tried this too with 1.10 but i did something else, i removed the d3d9_34.dll file in war folder and replace it with the 32folder one (and rename it d3d9_34.dll)

for me it does seems to fix the freeze when you turn camera while it's loading many ppl in one place, didnt test in transition phase in combat when lots of ppl get into each other but i suppose should do the same there, but i need primetime to test this; lemme know if this work.

EDIT: i also did try the put whole d3d9 -10-11 etc method all inside war folder, for me it does work and show 10 fps more in city.

the launcher is black but hovering with mouse show the connect button, no crash so far.

Win7 -64 bit , pro (with DEP - data execution protection - disable)
No, don't put everything from the 32x folder (d3d9.dll, d3d10_1.dll,d3d10.dll,dxgi.dll,d3d11.dll) all into the WAR folder, I did that and then I started getting graphic errors like this:
Image
**I then ONLY put the d3d9.dll in my WAR folder and it stopped the graphic errors as shown:**
Image
I also made a separate batch file called "End.bat" to delete the old d3d9.dll after I finished playing the game as @Automation pointed out like this:

rmdir /s /q cache
del d3d9.dll
del WAR-64.dxvk-cache
del RoRLauncher.dxvk-cache
del WAR-64_d3d9.log
del RoRLauncher_d3d9.log

Everytime before I play the game I have to copy and paste a new d3d9.dll from 1.10 into the WAR folder though.

Before the server crashed earlier as shown:
viewtopic.php?f=8&t=47896
**I was in Altdorf and when siege opened, everyone was ported from city/any incoming flyers to Reikwald, and then all of a sudden tons of players started surging forward to the bridge to head back to Altdorf to queue for siege, most of the nearby characters turned blue at first for a few moments like this:**
Image
**But after a few seconds they stopped turning blue when my computer finished loading their textures and the fps was pretty amazing all-throughout with over a hundred people moving around me without stutters, lag, or degrades in performance, so I think there's some hope with dxvk here to help increase fps for some people!**
**6 updated edits
UPDATE: I stopped using 1.10 because it keeps randomly making the head of my char disappear.
Now Im using 1.81 as @Numeriku a year ago suggested due to this version being the only version so far that last had confirmed support for this game:
"Warhammer Online: Work around the game trying to use unsupported image formats. (#1296)"
Last edited by unfairway2003 on Sun Apr 17, 2022 11:19 pm, edited 7 times in total.

User avatar
Tesq
Posts: 5713

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#126 » Tue Mar 29, 2022 10:13 pm

Spoiler:
unfairway2003 wrote: Tue Mar 29, 2022 8:42 pm
Tesq wrote: Tue Mar 29, 2022 3:21 pm i tried this too with 1.10 but i did something else, i removed the d3d9_34.dll file in war folder and replace it with the 32folder one (and rename it d3d9_34.dll)

for me it does seems to fix the freeze when you turn camera while it's loading many ppl in one place, didnt test in transition phase in combat when lots of ppl get into each other but i suppose should do the same there, but i need primetime to test this; lemme know if this work.

EDIT: i also did try the put whole d3d9 -10-11 etc method all inside war folder, for me it does work and show 10 fps more in city.

the launcher is black but hovering with mouse show the connect button, no crash so far.

Win7 -64 bit , pro (with DEP - data execution protection - disable)
No, don't put everything from the 32x folder (d3d9.dll, d3d10_1.dll,d3d10.dll,dxgi.dll,d3d11.dll) all into the WAR folder, I did that and then I started getting graphic errors like this:
Image
I then ONLY put the d3d9.dll in my WAR folder and it stopped the graphic errors as shown:
Image
I also made a separate batch file called "End.bat" to delete the old d3d9.dll after I finished playing the game as @Automation pointed out like this:

rmdir /s /q cache
del d3d9.dll
del WAR-64.dxvk-cache
del RoRLauncher.dxvk-cache
del WAR-64_d3d9.log
del RoRLauncher_d3d9.log

Everytime before I play the game I have to copy and paste a new d3d9.dll from 1.10 into the WAR folder though.

Before the server crashed earlier as shown:
https://www.returnofreckoning.com/forum ... =8&t=47896
I was in Altdorf and when siege opened, everyone was ported from city/any incoming flyers to Reikwald, and then all of a sudden tons of players started surging forward to the bridge to head back to Altdorf to queue for siege, most of the nearby characters turned blue at first for a few moments like this:
Image
But after a few seconds they stopped turning blue when my computer finished loading their textures and the fps was pretty amazing all-throughout with over a hundred people moving around me without stutters, lag, or degrades in performance, so I think there's some hope with dxvk here to help increase fps for some people :)
i did try also to just put the new d3d9.dll into war folder but i didnt get any difference at all, also i dont understand why you should delete it every time, it dosent change its own version it remain 10.x as show in its property :/

maybe i miss something
Image

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Scottx125
Posts: 974

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#127 » Tue Mar 29, 2022 10:36 pm

Tesq wrote: Tue Mar 29, 2022 10:13 pm i did try also to just put the new d3d9.dll into war folder but i didnt get any difference at all, also i dont understand why you should delete it every time, it dosent change its own version it remain 10.x as show in its property :/
maybe i miss something
Yeah I don't understand that. I've posted an issue on the DXVK github to try and see if they can come up with a cause and recommendation for the issue.
Spoiler:
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User avatar
Tesq
Posts: 5713

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#128 » Tue Mar 29, 2022 10:58 pm

Scottx125 wrote: Tue Mar 29, 2022 10:36 pm
Tesq wrote: Tue Mar 29, 2022 10:13 pm i did try also to just put the new d3d9.dll into war folder but i didnt get any difference at all, also i dont understand why you should delete it every time, it dosent change its own version it remain 10.x as show in its property :/
maybe i miss something
Yeah I don't understand that. I've posted an issue on the DXVK github to try and see if they can come up with a cause and recommendation for the issue.
What issue? Mine not an issue, i just don't have a reason to replace it over and over..

It does make the launcher half visual bug while giving 10+ fps x sec tought. But it's all there, i dont see a faster load or less or more problem and after fix the client with my guide the only isssue i have is latency load lots of ppl.
Image

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Scottx125
Posts: 974

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#129 » Wed Mar 30, 2022 12:18 am

Good news, the devs for the DXVK might have a solution to the hitching issue. However they've said they have other work to finish before they implement this fix, so the future for DXVK in RoR looks good :D.

Here's the github issue for reference:
https://github.com/doitsujin/dxvk/issues/2568
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Scottx125
Posts: 974

Re: [DX9 > DX12 PROXY] Further Performance Boosting

Post#130 » Wed Mar 30, 2022 12:23 am

Tesq wrote: Tue Mar 29, 2022 10:58 pm
Scottx125 wrote: Tue Mar 29, 2022 10:36 pm
Tesq wrote: Tue Mar 29, 2022 10:13 pm i did try also to just put the new d3d9.dll into war folder but i didnt get any difference at all, also i dont understand why you should delete it every time, it dosent change its own version it remain 10.x as show in its property :/
maybe i miss something
Yeah I don't understand that. I've posted an issue on the DXVK github to try and see if they can come up with a cause and recommendation for the issue.
What issue? Mine not an issue, i just don't have a reason to replace it over and over..

It does make the launcher half visual bug while giving 10+ fps x sec tought. But it's all there, i dont see a faster load or less or more problem and after fix the client with my guide the only isssue i have is latency load lots of ppl.
Yeah sorry that was poorly worded. I meant I didn't understand the point of deleting the files every time. And in combination separate to your post, I reached out to the devs of the DXVK to see if they can solve the hitching issue a lot of people are having.
Spoiler:
Seiigfrid RR 8X WP | Arthasus RR 7X KOTBS | Zalthazar RR 5X BW
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For the Gif in it's full glory:
Now a member of Oath.

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