![]() If the substring matches more than one device, the first device matched will be used. Matches on substrings, so "VEGA" or "AMD RADV VEGA10" is supported if the full device name is "AMD RADV VEGA10 (LLVM 9.0.0)", for example. DXVK_FILTER_DEVICE_NAME="Device Name" Selects devices with a matching Vulkan device name, which can be retrieved with tools such as vulkaninfo.In that case, DXVK can be forced to use a given device: Some applications do not provide a method to select a different GPU. Alternatively, the configuration file can be used. A value of 0 uncaps the frame rate, while any positive value will limit rendering to the given number of frames per second. The DXVK_FRAME_RATE environment variable can be used to limit the frame rate. 0.5, 1.0 being fully opaque).Īdditionally, DXVK_HUD=1 has the same effect as DXVK_HUD=devinfo,fps, and DXVK_HUD=full enables all available HUD elements. opacity=y: Adjusts the HUD opacity by a factor of y (e.g.scale=x: Scales the HUD by a factor of x (e.g.samplers: Shows the current number of sampler pairs used.compiler: Shows shader compiler activity.api: Shows the D3D feature level used by the application.memory: Shows the amount of device memory allocated and used.descriptors: Shows the number of descriptor pools and descriptor sets.pipelines: Shows the total number of graphics and compute pipelines.drawcalls: Shows the number of draw calls and render passes per frame.submissions: Shows the number of command buffers submitted per frame.devinfo: Displays the name of the GPU and the driver version.It accepts a comma-separated list of the following options: The DXVK_HUD environment variable controls a HUD which can display the framerate and some stat counters. On Windows, log files will be created in the game's working directory by default, which is usually next to the game executable. Additionally, standalone log files can optionally be generated by setting the DXVK_LOG_PATH variable, where log files in the given directory will be called app_d3d11.log, app_dxgi.log etc., where app is the name of the game executable. When used with Wine, DXVK will print log messages to stderr. This may also apply to single-player games with an embedded or dedicated multiplayer portion. Manipulation of Direct3D libraries in multi-player games may be considered cheating and can get your account banned. Setup has to be done manually in this case. The D3D9, D3D10, D3D11 and DXGI DLLs will be located in /your/dxvk/directory/bin. Meson setup -cross-file build-win64.txt -buildtype release -prefix /your/dxvk/directory build.w64 I hope we're only 3, maybe 4 years away from 4k being the new norm for PC gaming.# 64-bit build. As someone that plays at native 4k where it isn't blurry and the game looks absolutely phenomenal, I really do wish everyone else could experience the game at that resolution and see just what it is supposed to look like. Only thing that fixes that is resolution and perhaps DLSS when it is finally patched in. ![]() The API used isn't going to fix the issues you mention. Weird stuff how it isn't that way for some. They're both basically equal for me and it's always been that way while benchmarks for the game from various sites also showed the performance between the two being basically same. I am also amazed when I read people say they get such different performance figures with either API. DX12 before that definitely did look a bit sharper. My testing a year ago showed they look the same after it was stated Vulkan was brought up to visual parity. I have a 29 inch 2560x1080 monitor and believe me when I say that this mod without resolution scaling looks better than resolution scaling at 1.5x in the vanilla game. ![]() When you download this mod, go to the game options and set TAA to high, turn TAA sharpening off (perhaps adding a little bit wouldn't hurt), and set soft shadows to ultra. There is some slight shimmering added to the image but it's barely noticeable and most of the aliasing is gone. The mod edits the visualsettings.dat file to tweak the TAA a bit and it reduces blurriness quite a bit without destroying the image like how image sharpening does. Since you said 1.25x scaling is not blurry, then this mod is sure to fix all of your blurring problems: 'll also need ASI loader: Lenny's Mod Loader: and drop the version.dll file from the asi loader into your RDR2 directory, drag all the files inside the "ModLoader" folder in Lenny's Mod Loader into your RDR2 directory, and finally drag the "TAAandSoftShadows" folder from the mod I listed first into the "lml" folder in your RDR2 directory.
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