![]() Vulkan is another graphics API that solves this problem because it is cross-platform (i.e., it can be run on Windows, macOS & Linux).ĭXVK uses this to solve the cross-platform compatibility problem that DirectX has. So, even if a Windows only game can be emulated on platform such as macOS or Linux (achieved via Wine), if it uses DirectX, it is likely that it will run into issues (of any severity) or fail to run at all. Although it is very popular amongst developers, it is only officially supported on Windows, as with any DirectX version. OMSI 2, by default, uses DirectX for this. In layman's terms, graphics APIs are what developers (in this case, M-R Software - the creators of OMSI 2) use to make their applications utilise your graphics card to render graphical elements. Supports threading.To understand the point of DXVK, you must first understand the concept of a graphics API (Application Programming Interface). ![]() On Debian and Ubuntu, this can be resolved by using the posix alternate, which If youĪre missing this, you may see "error: 'mutex' is not a member of 'std'". DXVK_PERF_EVENTS=1 Enables use of the VK_EXT_debug_utils extension for translating performance event markers.ĭXVK requires threading support from your mingw-w64 build environment. ![]() DXVK_CONFIG_FILE=/xxx/nf Sets path to the configuration file.Set to none to disable log file creation entirely, without disabling logging. DXVK_LOG_PATH=/some/directory Changes path where log files are stored.DXVK_LOG_LEVEL=none|error|warn|info|debug Controls message logging.Requires the Vulkan SDK to be installed on the host system. Highly recommended for troubleshooting rendering issues and driver crashes. VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation Enables Vulkan debug layers.The following environment variables can be used for debugging purposes. Defaults to the current working directory of the application. DXVK_STATE_CACHE_PATH=/some/directory Specifies a directory where to put the cache files.DXVK_STATE_CACHE=0 Disables the state cache.The following environment variables can be used to control the cache: This cache is enabled by default, and generally reduces stuttering. State cacheĭXVK caches pipeline state by default, so that shaders can be recompiled ahead of time on subsequent runs of an application, even if the driver's own shader cache got invalidated in the meantime. Note: If the device filter is configured incorrectly, it may filter out all devices and applications will be unable to create a D3D device. 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. 1.5)Īdditionally, DXVK_HUD=1 has the same effect as DXVK_HUD=devinfo,fps, and DXVK_HUD=full enables all available HUD elements. 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. ![]() 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. 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. Notes on Vulkan driversīefore reporting an issue, please check the Wiki page on the current driver status and make sure you run a recent enough driver version for your hardware. 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 -cross-file build-win64.txt -buildtype release -prefix /your/dxvk/directory build.w64 ![]()
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