Please make an apitrace of the scene so we can look into this.
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( from https://ci.appveyor.com/api/projects/jrfonseca/apitrace/artifacts/build/apitrace-latest-win32.7z?branch=master&job=msvc32 )
Where did you get that download link?
I recently updated the guide to point towards a link that isn't dead. https://github.com/doitsujin/dxvk/wiki/Making-a-Trace
sorry I got the wrong link by looking at the git diff, took the red line instead of the green line, I'm lacking sleep!
the link you provided totally works though, I'm on it
Okay, I was just wondering whether we still had the broken links somewhere.
here you go: https://mega.nz/file/HlhywISI#0NATAWWauGloV4YxXojHke0DdO_yrixB6nIQRI7bGrc
I did the entering and leaving the bush 3 times, the 3rd (and last) time I stayed a bit longer inside the bush
Black Mesa also tends to crash a lot in the late chapters due to memory management issues, doesn't crash in D3D9, but as I have seen an update/merge is apparently coming for that problem for all games so I won't create another issue for that.
Black Mesa also tends to crash a lot in the late chapters due to memory management issues, doesn't crash in D3D9, but as I have seen an update/merge is apparently coming for that problem for all games so I won't create another issue for that.
I cannot reproduce that at all. I'm currently playing through it with Proton and I've made it to the Lambda Core level and it has not crashed once. It doesn't use a lot of memory either.
Oh earthbound levels are fine, it's mostly Xen. It usually happens on level transition. It won't happen if you don't play a lot in the same session or relaunch the game often. If you can blast through Xen + Gonarch in a single session without crashing though, well, the problem may be on me.
EDIT: by searching in the source engine console commands I found this:
cl_always_flush_models
"If set, always flush models between map loads. Useful on systems under memory pressure."
switching it to 1 seem to get rid of the crashing scenarios I had, at no cost in loading times (at least I couldn't notice it) which is very good news, I need to test this further to be sure though
well, it helped with the crash on loading but late game still crashes.
Are you GPU or CPU bound? Is GPU utilization at 100% when looking at the bushes or otherwise?
completely GPU bound, it is at 100% utilization
There's a lot of overdraw with those bushes but I don't see why that would only be a problem for DXVK.
I don't know either but this time since the performance hit is the same between Linux and Windows I think something is special there. (also I found the culprit for the other issue, it was the steam shader pre-caching, I'm never going to re-enable this option!)
@Deus-nsf Hi there. Could i get you to retest this issue?
I can reproduce a GPU usage spike when playing a bit around with the two big bushes at the beginning of Surface Tension and dxvk 1.10.1. This seems to have been resolved in newer dxvk's versions tho and i'm not reproducing the same with 2.1
Edit: actually nvm, i think i maybe just reproduced again. A bit unsure what was going on
Edit 2: although messing with the apitracemode config might be what caused it again.
@Deus-nsf Friendly ping. Could you retest this with dxvk 2.5?
@Deus-nsf Friendly ping. Could you retest this with dxvk 2.5?
It would seem that you guys fixed it! Good Job! GPU usage increase remains consistent when you enter or leave the bushes between D3D9 and DXVK 2.5 now :)
I'm taking this answer as an opportunity for a suggestion, could it be possible that you guys ship the dxvk.conf file for convenience? Near the x32 and x64 folders? So people unaware of it have the latest and shiniest version bundled with it :)
An other off topic thing which is unfortunate though, but you guys are not responsible for this, I am yet to find if it's an Nvidia driver or Windows update or AMD CPU microcode (very unlikely) issue, but since a couple of weeks, there seem to be a pretty severe CPU related performance regression when using DXVK on Windows (I'm on 10), at least with my GTX 1080 ti (can't test other cards), I'm sure it's not DXVK's fault because I tested older versions which usually gave me much higher FPS, this behavior is consistent on all D3D9 games I tried that are CPU bound with the GPU being completely underutilized (I only play old games mostly).
I'm sorry I can't give more details, it's almost impossible to really know where this can be coming from on my end.
It would seem that you fixed it! Good Job! GPU usage increase remains consistent when you enter or leave the bushes between D3D9 and DXVK 2.5 now :)
Good to hear
I'm taking this answer as an opportunity for a suggestion, could it be possible that you guys ship the dxvk.conf file for convenience? near the x32 and x64 folders? So people unaware of it have the latest and shinest version bundled with it :)
The configs are for the most part meant to work around issues or debugging so i don't think there is interest in shipping the example one to end users.
Edit:
An other off topic thing which is unfortunate though, but you guys are not responsible for this, I am yet to find if it's an Nvidia driver or Windows update or AMD CPU microcode (very unlikely) issue, but since a couple of weeks, there seem to be a pretty severe CPU related performance regression when using DXVK on Windows (I'm on 10), at least with my GTX 1080 ti (can't test other cards)
You could try downgrading the GPU driver i guess
Nope, rolled back to 552 (april) which is the oldest I can rollback to since Nvidia changed their UI on their website, and the regression is still there, so it's not an Nvidia driver issue at least I suppose, so it's either Windows or CPU microcode.
EDIT: even tried to disable some of windows defender stuff just in case, also tried with or without CPU virtualization, gonna try SMT off as well who knows.
Which Windows version and if you know update version of Windows that you use?
Edit: nvm. Missed you wrote 10
Which Windows version and if you know update version of Windows that you use?
Edit: nvm. Missed you wrote 10
22H2, tried with SMT off as well, and even virtualization just in case, no dice.
anyway it's most certainly a Windows specific issue so it's not worth investigating too much I guess, so I'll stop the off topic here, we have Lossless Scaling Frame Generation for better fluidity on Windows now so I might just ditch the concept of using DXVK on Windows completely (even though it does have some advantages sometimes), can't wait to have 2.5 on the next Proton though!
I'd try and see if there are any optional updates available in Windows update. Not too long ago a Windows issues was found that made performance on some AMD CPUs much lower than it should be. A fix was made available on Windows 11 either in a major update or as a smaller optional update for those not using the major update.
Don't know if it affected Windows 10
Why don't you try to disable spectre mitigations, or try older dxvk versions?
Why don't you try to disable spectre mitigations, or try older dxvk versions?
other DXVK versions are the same, it's not DXVK, how does one disable spectre mitigations?
I think it should be
reg add "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management" /v FeatureSettingsOverride /t REG_DWORD /d 3 /f
and
reg add "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management" /v FeatureSettingsOverrideMask /t REG_DWORD /d 3 /f
You know you can also uninstall windows updates then, yes?
Nothing extracted yet.
This is very specific, but maybe this can help in other situations. or in general.
In black mesa if you stand close to bushes (Surface Tension beginning of chapter for example), with DXVK the performance takes a nosedive, that doesn't happen with D3D9. The game uses alpha to coverage by default, but disabling it doesn't change anything, no matter the API.
Game is running at max settings, no anti-aliasing for that specific test. my dxvk.conf is clean, no special options enabled, and I'm using a GTX 1080 Ti with almost the latest driver (theres just one more recent than mine). DXVK 1.10.1. Didn't try other versions I admit.
If that can help finding some specific transparency related issues maybe, I'd be glad.