protonscr

Game Capped at 60 FPS

dxvkclosed d3d9
doitsujin/dxvk#3969 · opened 2024-04-23 by SvarunSoda · updated 2024-04-24 · 2 comments · github
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SSvarunSoda 2024-04-23 github

I have a question regarding this library, used with a video game from 2009 called Battlestations: Pacific. It's 32-bit, it uses DirectX 9 and Games for Windows LIVE (GFWL), on Windows 10.

We worked on a mod project for that game that involved creating a custom version of the XLiveLessNess project, with the aim of restoring multiplayer functionality after GFWL got disbanded, and some other stuff. In our case, that involved creating a custom xlive.dll file that the game loads at startup, that included all our required modifications.

We were successfully able to achieve most of our goals with that project, however we noticed an oddity;

For some reason, whenever the game loads a custom xlive.dll file, it appears to cap it's maximum framerate at 60 FPS during normal runtime... This doesn't only happen with our xlive.dll variant, but also with other variations of Xliveless that are commonly used with other games, such as GTA 4. That was extremely puzzling to us, as the xlive.dll file we created didn't make any modifications to the way the game handled graphics or drawing stuff to the screen. Without a custom xlive.dll, the game returns to running normally at well above 60 FPS.

After doing some searching online, I saw several posts about other games from the simillar time, suggesting this DXVK project that is often used with DirectX games.
I was wondering whether it would be possible to change the max framerate of a DirectX 9 game using this library, which appears to somehow be capped by the custom xlive.dll file.

I followed your tutorial on setting up the Apitrace 32-bit debug logging, and have put a link to a trace of the game down below under the system information. I simply entered & exited the game, while it was running at a capped 60 FPS. I ran this on the latest version of DXVK Apitrace.

I have also tried running the game with the latest DXVK release v2.3.1, and I noticed it produced another debug log. I have also attached that log to this post underneath the Apitrace log, in case that's helpful.

Thanks for reading my post, any guidance is appreciated. Let me know if anything else is required in order to give you a better idea of the situation.

Game information

  • Name: Battlestations: Pacific (2009)
  • DirectX: 9
  • Architecture: 32-bit
  • OS: Windows 10

System information

  • GPU: Nvidia GTX 1060
  • Driver: 546.17
  • DXVK version: 2.3.1

Trace/Log files

https://drive.google.com/file/d/1UnoPn4FCp25HVsgcTDnFSLeNuKfdHoC2/view?usp=sharing
battlestationspacific_d3d9.log

BBlisto91 2024-04-24 github

I'm not personally seeing an issue so far. Here i am running the game on Windows 11 with xliveless from pcgamingwiki and vsync off.

screenshots

pacific-native
pacific-dxvk

SSvarunSoda 2024-04-24 github

I'm not personally seeing an issue so far. Here i am running the game on Windows 11 with xliveless from pcgamingwiki and vsync off.

screenshots
pacific-native pacific-dxvk

Thank you for your reply;

I sincerely apologize for the confusion, but I found out what the issue was. XLiveLessNess limits FPS, and ours was outdated so we didn't have access to the FPS changing functions.

Cheers!

DLLs