Philip Rebohle

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Probably an AMD driver bug specific to Vega, the game runs fine on my 6900XT both on Linux *and* on Windows. You could try giving the current `master` branch a...

Yakuza 0 runs into a nasty GPU hang on both RADV and RadeonSI which is very tricky to debug.

FSR in this case is a game feature, not something that vkd3d-proton interacts with in any way. It will just work if you enable it in-game.

Not really sure what to do here. We're getting a **lot** of reports about Cyberpunk not working, but we cannot reproduce these issues at all on basically the same hardware...

Friendly reminder that AMD supports DXR as well without supporting Nvidia's DLSS. We have to start somewhere and relying on one vendor's proprietary upsampling solution that we have absolutely no...

Might be worth printf-debugging [our implementation](https://github.com/HansKristian-Work/vkd3d-proton/blob/master/libs/vkd3d/command.c#L11925) to see what exactly is taking so long there. In general, the ExecuteCommandLists call itself should be more or less free since we perform...

I guess the real question is whether this works on Nvidia or RADV.

Low D3D12 performance on Nvidia Pascal (and older) GPUs is expected and likely won't improve much. The hardware has a bunch of limitations that make it very hard to extract...

> Very hard... but not impossible? :) Might be possible, but we'd need help from Nvidia to figure out what's going on and why it's so slow. We don't even...

Are you using the required environment variables to make DLSS work (`PROTON_ENABLE_NVAPI=1 PROTON_HIDE_NVIDIA_GPU=0`)?