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Sildur's Enhanced WAR Shaders v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

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Hellfireuzu
Posts: 14

Re: Sildur's Enhanced WAR v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#811 » Mon Apr 24, 2023 5:08 pm

Infract wrote: Sun Apr 23, 2023 10:53 pm Anyone have any luck getting Vulkan to work on Steam Deck/Linux? The 3.0 dvk9 version worked fine from the Linux installation guide page, but I am coming across a problem getting the 6.0 vulkan version to run seeing as the .exe file needs ran.
Don't you just install the latest runtime (https://vulkan.lunarg.com/sdk/home)
The follow this? (https://github.com/doitsujin/dxvk)
And check whether it's working with DXVK HUD?

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eleika
Posts: 4

Re: Sildur's Enhanced WAR v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#812 » Sun May 21, 2023 6:36 pm

nothing happens I launch it successfully but using shortcuts absolutely nothing changes, is it still supported ?

Swym
Posts: 4

Re: Sildur's Enhanced WAR v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#813 » Thu May 25, 2023 10:23 pm

Can someone explain to me the difference between using DX11, DX12, OpenGL and Vulkan mode. I play on Windows 11.

Also any tips for improving FPS with this addon is appreciated. <3

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BlizzieM
Posts: 3

Re: Sildur's Enhanced WAR v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#814 » Tue Jun 13, 2023 6:37 am

Swym wrote: Thu May 25, 2023 10:23 pm Can someone explain to me the difference between using DX11, DX12, OpenGL and Vulkan mode. I play on Windows 11.

Also any tips for improving FPS with this addon is appreciated. <3
In technical sense DX12 and Vulkan should be more performant given that they are both APIs that work more closely to the hardware and thusly can take much better advantage of it, but based on Sildur's post, they lack some effects that are present in DX11 and OpenGL versions. I assume it boils mostly down on preferences but at least in theory DX12 and VK might be better options if your GPU can use them, but since I haven't been able to test all of these all I have is an educated guess.

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Stabilisator88
Posts: 13

Re: Sildur's Enhanced WAR v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#815 » Tue Jul 18, 2023 10:32 pm

After 10secs, the launcher closes, when not startet the game.

Thats not enough time to load and impossible to start.

The time needs to be changed.

Saikotron
Posts: 3

Re: Sildur's Enhanced WAR Shaders v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#816 » Wed Jul 19, 2023 8:56 am

Thanks for a really smooth Vulkan ride! The performance increase compared to DX9 is crazy. Most of all, no more alt-tab Discord black screens!

Is it possible though, to adjust the "texture fading/pop in on ground" range, or disable it completely? Any setting for this in the dxvk.conf?

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Secrets
Former Staff
Posts: 414

Re: Sildur's Enhanced WAR v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#817 » Wed Jul 19, 2023 4:21 pm

Stabilisator88 wrote: Tue Jul 18, 2023 10:32 pm After 10secs, the launcher closes, when not startet the game.

Thats not enough time to load and impossible to start.

The time needs to be changed.
Then change it...?

It's a batch file. Notepad will work.

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Stabilisator88
Posts: 13

Re: Sildur's Enhanced WAR Shaders v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#818 » Sun Jul 23, 2023 9:02 am

I changed the start time of the Sildurs Launcher.bat with an editor from 10sec. to 600sec.

The game has enough time to load now.

Thank you

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Stabilisator88
Posts: 13

Re: Sildur's Enhanced WAR Shaders v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#819 » Mon Jul 24, 2023 9:43 pm

EASY BETTER GRAPHIC BEGINNER CONFIGURATION GUIDE

with DirectX 12 for better textures, colors, contrast and performance:


1. Download Warhammer RoR
2. Autoupdate Warhammer RoR with the RoR Launcher.exe

(basic game)


3. Download Sildurs Launcher from this thread (first thread post)
4. Copy Sildurs DirectX 12 files in the Warhammer RoR directory
5. Open Sildurs Launcher.bat file with a text program and change the first time from /T 2 to /T 10
6. Change the second time from /T 10 to /T 300

(thats important for the launcher to give it the time it needs to load, or it ll autocancel the start)


7. Download Reshade https://reshade.me/
8. Install Reshade, select the RoR Launcher.exe, select DirectX 12, select modify
9. Select and download SweetFX and FXShaders packets


10. Start Sildurs Launcher.bat

(it changes d3d9.dll.load to d3d9.dll)
(when not starting and missing the file, rename it back to d3d9.dll.load and stop the game file in task manager)

11. Go to options and choose 64bit (experimental), if you have multi CPU Cores
12. Press the connect button to start

THE GAME STARTS NOW


13. Change graphic options to balanced
14. Press „pos1" on your keyboard
15. Go to „home"
16. Turn off the selected mods
17. Turn on „levels" mod and „unsharp" mod


18. FINISH


You can play now with a beautiful graphic, but not too much.
When Sildurs Launcher doesnt start, rename d3d9.dll to d3d9.dll.load and stop the game file in task manager.
I use x4 Anti Aliasing from graphic control center with it.

Greetings Warriors

tukayo
Posts: 1

Re: Sildur's Enhanced WAR Shaders v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Post#820 » Thu Jul 27, 2023 2:07 pm

hi I just want to share this, for those using dxvk or vulkan you may also add this line in dxvk.conf below d3d9.forceSwapchainMSAA

Code: Select all

d3d9.forceSampleRateShading = True
this smooths the edges of some textures/jaggies that aren't affected by MSAA but beware that enabling this also uses alot of gpu resources, sample picture below notice the fence above the roof

Without forceSampleRateShading
Spoiler:
Image
With forceSampleRateShading
Spoiler:
Image

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