Can't reproduce, game runs perfectly fine here.
Reverting that commit is obviously not an option because doing so would introrduce a bug, and I don't really see why it would be any worse than 1.8.1 which had the same behaviour. Are you sure you're not confusing this with the regular shader compile stutter that may happen if your state cache got reset for whatever reason (which it did, according to your logs: info: DXVK: Read 86 valid state cache entries)
I am not asking to revert commit, just saying that i can run 1.9.1 or master without any stuttering if i revert it myself. Thought that will help.
I am certainly not confusing with shader compile, because i have tried with or without dxvk/GLCache and behavior is always the same:
I can load into crowded area on 1.8.1 with no cache at all, run around and everything will be smooth.
But if try the same on 1.9.1 there will be heavy initial stutters and then like every 5 sec. I can stand there for an hour and there still will be same stutters, so i dont think this is cache related. And areas where is no people around have no stutter at all.
Maybe this is my system issue, but i have no idea at all what can cause this.
Are you on Wayland or something? We changed some presentation stuff but it hasn't caused issues for anybody as far as I'm aware and like I said, there's no issue on my end.
I am on X11, dual monitor setup. I have tried to unplug second monitor, it got a little better but still worse than 1.8.1.
I have a similar problem.
(gtx1050, 470.57.02 and 470.56.05, not xwayland or prime, directory driven Xorg by nvidia)
dxgi.maxFrameLatency = 1
is reduce the stutter.
my system is always 100% gpu bound.
Can confirm that dxgi.maxFrameLatency = 1 helps for me.
Stuttering on entering cities is completely gone, there is still some when just running around, but much less now.
I've also been having this issue, primarily when running the game with a large number of hi-res texture mods installed. Removing mods mitigates but doesn't entirely eliminate the issue. Both @vyfvyf's patched dxvk and the dxgi.maxFrameLatency = 1 solution completely resolved the issue for me.
I am running a GTX 1660Ti (Mobile) with 470.57.02 drivers. It is worth mentioning that I was unable to replicate this issue with an identical install and mod deployment on my old gaming rig running an AMD R9 380X, so this may be an Nvidia-specific issue.
The game is borderline unplayable in cities for me, above Standard graphics settings. Turning off SSAO somewhat mitigates this, but not completely, and that isn't ideal when I used to be able to run the game fine on High (Laptop). I fully expect lower framerates in crowded areas, especially with the influx in the game's popularity lately, but the stuttering drops my framerate below 1 for a good 2-5 seconds at a time every few seconds, just by being in the city, not even anywhere near the big crowd.
GTX 1060 (3GB), 470.63.01 drivers, 5.10.56 kernel, running on X11, if that matters. No game mods whatsoever. I'll try the new Proton GE, but how would someone go about applying this frame latency config otherwise?
After playing with dxgi.maxFrameLatency = 1 for a few days, i can say that it helps, but does not completely eliminate issue for me. Cities are much better, but there is still random stutter that can happen even in barren areas.
Best option for me still is to play on dxvk with reversed commit, which runs game flawlessly in any situation.
@Ammako please refer to readme about DXVK_CONFIG_FILE launch option. If you are on Steam add %command% after.
@Ammako You just have to create a text file called dxvk.conf with the line dxgi.maxFrameLatency = 1 in the same folder as your ffxiv_dx11.exe executable. Stuttering still exists for me, but is virtually unnoticeable without monitoring it on something like mangohud
Yeah, I'm just using new Proton GE that has the fix built-in. I was mostly asking for anyone else who might end up here and would need to know how to apply the fix.
Stuttering is essentially gone now, what little bit of stuttering there might be left isn't noticeable because it only happens at times where the framerate is already unstable anyway.
Commenting to report that the stutter was indeed an issue with the previous release.
The game ran completely fine before using previous Protons/ DXVK builds, but with ProtonGE 6.14 (Used for the NO Steam 1 command) It became completely unplayable in cities given i had 75-90 fps.
Raids and everything was smooth.
This fixed everything <3
Can anyone test if dxvk.halveNvidiaHVVHeap = True improves things? I'm seeing very high amounts of CPU time spend in the Nvidia driver if one of the memory heaps is nearly full and FFXIV definitely does use it a lot. Found this with the Endwalker benchmark on a mobile 2060.
With or without maxFrameLatency = 1? Probably without, but just wanna make sure.
Without. Doesn't really matter, but the game should be running fine out of the box.
thanks, doitsujin for looing this!
I can confirm dxvk.halveNvidiaHVVHeap = True reduce the stutter.
Well now I got two conflicting answers with someone on Discord saying that it doesn't solve the problem.
default-settings => cause stutter : (vidmem-heap2) 220MB (91%).
dxgi.maxFrameLatency = 1 => reduce stutter : (vidmem-heap2) 160MB (66%).
dxvk.halveNvidiaHVVHeap = True => reduce stutter : (vidmem-heap2) 107MB (43%).
Interesting, thanks for gathering that data. Frame latency affecting this certainly makes more sense now.
I had this issue for nearly two weeks and tried so many things to fix it (including a fresh distro install and swapping out my RAM) before stumbling onto this thread. Anyway, another confirmation that @vyfvyf patched DXVK fixed it for me. Thank you for the solution, I was nearly at my wit's end trying to fix it.
RTX 3090, Kernel 5.14, NVIDIA 470.74, Xorg, Gnome, and DXVK latest release (1.9.2):
https://software.opensuse.org/package/dxvk
With Lutris installer script, XIV Launcher Wine 6 (6.10) edition.
I can confirm that it is not shader compiler caching. The stutter is permanent. For some reason it gets worse if I look at the floor of the gold saucer's "Round Square" and run in circles. Then I get a severe amount of stutter.
I then did the dxgi.maxFrameLatency = 1 trick and it completely solved the stutters. I can run in circles for days without any stutter. It also reduced the game's input lag. Spinning the camera is noticeably more responsive for some reason...
I swear, the gameplay feels way more responsive, it went from feeling like syrup (maybe 100ms of latency?) to feeling almost like on Windows.
I am playing at 4K 60 fps BTW, and it is very smooth after the config tweak... And I realize that the config change disabled the normal "3 frames of buffering" to a single (1) frame of buffering which probably increases load on the graphics card. But it is way smoother than 3 frames of buffering.
I have not tested dxvk.halveNvidiaHVVHeap = True and I am going to bed now, just found this issue on my phone while researching.
What's the theory? That queueing 3 frames uses too much memory? @doitsujin
queueing multiple frames does increase memory consumption, yes. The problem is that something on NV gets really really really slow when the HVV heap is more or less fully utilized, either by the app or the driver itself.
queueing multiple frames does increase memory consumption, yes. The problem is that something on NV gets really really really slow when the HVV heap is more or less fully utilized, either by the app or the driver itself.
Ah thank you. That makes sense and sounds like a NVIDIA driver bug.
I found the official NVIDIA email address for Linux driver bugs:
Added a workaround, should run better now (although overall frame rate may drop a little).
Just wanted to leave a comment in case somebody else keeps having this problem as I also ran into the stutter issues with DXVK v1.10.1 but none of the suggestions in this thread fixed the issue for me, in the end I had to set the following two config options which finally solved the issue for me:
dxgi.syncInterval = 0
dxgi.maxFrameRate = 60
RTX 3090, Kernel 5.14, NVIDIA 470.74, Xorg, Gnome, and DXVK latest release (1.9.2):
https://software.opensuse.org/package/dxvk
With Lutris installer script, XIV Launcher Wine 6 (6.10) edition.
I can confirm that it is not shader compiler caching. The stutter is permanent. For some reason it gets worse if I look at the floor of the gold saucer's "Round Square" and run in circles. Then I get a severe amount of stutter.
I then did the
dxgi.maxFrameLatency = 1trick and it completely solved the stutters. I can run in circles for days without any stutter. It also reduced the game's input lag. Spinning the camera is noticeably more responsive for some reason...I swear, the gameplay feels way more responsive, it went from feeling like syrup (maybe 100ms of latency?) to feeling almost like on Windows.
I am playing at 4K 60 fps BTW, and it is very smooth after the config tweak... And I realize that the config change disabled the normal "3 frames of buffering" to a single (1) frame of buffering which probably increases load on the graphics card. But it is way smoother than 3 frames of buffering.
I have not tested
dxvk.halveNvidiaHVVHeap = Trueand I am going to bed now, just found this issue on my phone while researching.What's the theory? That queueing 3 frames uses too much memory? @doitsujin
Where exactly is the file that needs to be edited? I´d like to try this fix for my stutter
In a dxvk.conf file you need to create yourself next to the exe (or where ever the logs generate).
Note that dxvk.halveNvidiaHVVHeap isn't a thing anymore
FWIW that workaround shouldn't be necessary anymore.
DXVK_CONFIG_FILEx1 2021-08
I am having heavy stutters in Final Fantasy XIV on DXVK 1.9 or higher, master included.
Looks like its happening when game loads player characters. If i go to cities game stutters heavily on load and then having occasional hiccups when new players appear on screen. Outside of that game runs fine.
! However i found out if i reverse this commit i can run latest DXVK version just fine.
Software information
Final Fantasy XIV
System information
Log files
1.9.1 Release version:
master with reversed commit: