Adam Moss
Adam Moss
I'd appreciate your thoughts on a discovery, @ivyl : **Red Dead Redemption 2** requires `PROTON_ENABLE_NVAPI=1` and _also_ `PROTON_HIDE_NVIDIA_GPU=0` for DLSS to be correctly detected (even under its default Vulkan renderer,...
> I think enablenvapi would need to override hidenvgpu Thanks! I'll go for that angle I reckon.
> Have you tested that it works? It doesn't look like it does. Yeah well spotted! I did test that it works, but I had a testing error (I'd accidentally...
I've seen this on raytraced reflections under VKD3D on a number of UE4 titles - this is a nice clear example though.
> I’m pretty certain that getting support for it would still need work on several places in the stack. So yes, at least from my limited knowledge, DLSS3 not being...
I wouldn't be able to say...
I'm relaying this analysis from NVIDIA's compiler folk, so apologies if I'm mangling it in the process, but the conclusion (as I understand it) is that the generated SPIR-V is...
Thanks for the info. Reckon you're right! Compiler folk are still investigating, I'll comment here if they have further findings.
@doitsujin Thanks again for the new findings; forwarded to the compiler folk!
I gave this a spin. It successfully avoids the slow swapchain-thrashing that was previously reproducible in Spider-Man Miles Morales, Ratchet & Clank, and RoboCop Rogue City.