Philip Rebohle
Philip Rebohle
FWIW even on Wine this probably won't work because presentation to the Vulkan swapchains from different D3D devices can happen out-of-order with DXVK for performance reasons.
This just smells like you're running out of address space in 32-bit games.
This isn't really something that's debuggable remotely, the only thing I can really say here is that PRIME setups involving Nvidia have been working more or less fine for me...
Doesn't really look like a rendering issue but rather an input issue? I cannot reproduce this on my end either.
If this is supposed to be our problem then we really need more info here, there **must** be something unique about your system or game configuration since literally no one...
Works fine on RADV, probably the usual AMD Windows driver memes at this point.
It's just CPU-limited due to draw call spam and likely hitting some sort of path that is inefficient in DXVK and can't really be improved either (e.g. binding different vertex...
Taking a quick look at an old apitrace I have lying around, it's not hitting the fast path for multi-draw optimization due to some `VK_EXT_multi_draw` limitations, and it uses a...
Dying Light struggled to do 30 FPS on top of the line Intel CPUs when it came out, so there is that. Again, there's no real issue here, it's just...
DXVK isn't AMD's D3D11 driver for starters. Not exactly sure I buy the "stable 200+ fps" either since that would be a rather extreme difference, but it's not unexpected that...