Could you share either a video or screenshot of this happening in game with the dxvk hud turned on? Inserting dxvk.hud = full into the config file should be fine.
Edit:
with the d3d9.invariantPosition enabled in dxvk.conf.
This option is enabled by default by the way
More than that, please try to capture an apitrace while the issue manifests and attach it here, so that we can actually investigate what's going on.
Also worth trying for any noticeable effects are d3d9.cachedDynamicBuffers = True and (only if the former doesn't have any effect) d3d9.allowDirectBufferMapping = False.
In my case performance stay ok but i use sonic heroes without mods and radeon hardware
however remember when i had nvidia hardware (gtx 1050) have some performance issues but now with mesa this problems are solved for many titles
maybe DXVK's d3d8 could introduce config options for this, even to force disable shaders.
I had submitted a PR for setting the programmable shader caps to 0 in the past, in order to force games on the fixed function path (basically d3d7 level HW T&L mode), but it was mostly meant for debugging and wasn't part of the dxvk merge anyway. The point being if the game wants to use programmable shaders we don't want to interfere with that, as it generally enables far more complex effects than what can be achieved with fixed function.
It is almost certainly not a vsync issue.
Just need a screenshot or video showing how it looks when it happens. And maybe apitrace to analyze if d3d9.cachedDynamicBuffers doesn't help.
I updated my initial post with the Apitrace and added some test videos with vanilla and modded versions of the game as well as log files I got during the recordings.
Not sure what @ViperAcidZX is using, maybe it is a widemod from year 2020, not this 2023 or maybe something else... might matter, who knows...
I listed the mods I used in the post, which are SH Essentials: Graphics (the mod that actually provides widescreen support for the game) and SH Essentials: Widescreen Revamp (to clean up and fixes visual anomalies when playing in widescreen and has been updated very recently), it wasn't the older Widescreen Fix by ThirteenAG.
EDIT: For added context about the text videos I did, I played the game in Windowed mode.
I updated my initial post with the Apitrace and added some test videos with vanilla and modded versions of the game as well as log files I got during the recordings.
Thank you. I'll have a look to see if anything out of the ordinary stands out. Not to be ungrateful, but could you be more specific around the video timestamp where the slowdowns are occurring? :sweat_smile: I've skimmed through it and it's overwhelmingly in the 60 fps green from what I can see.
@ViperAcidZX I watched both vanilla videos and couldn't see anything beside some quite normal/minor frametime jitter in some instances. As @dungeon007 has mentioned, I noticed a few moments when the game and game psychics appear to slow down, but these situations point to a problem within the game code and are not typically something we can tackle in dxvk. As long as the frame counter stays close to 60 and the frametime chart is mostly in the green, which seems to be the case here, everything is fine on our end.
@Blisto91 has suggested to also maybe try d3d9.maxFrameLatency = 1 to see if that has any effect. Please test this and both config options I've mentioned earlier and let us know if the situation improves in any way.
I updated my initial post with the Apitrace and added some test videos with vanilla and modded versions of the game as well as log files I got during the recordings.
Thank you. I'll have a look to see if anything out of the ordinary stands out. Not to be ungrateful, but could you be more specific around the video timestamp where the slowdowns are occurring? 😅 I've skimmed through it and it's overwhelmingly in the 60 fps green from what I can see.
I'm sorry, I was kind of in a rush to get the sample videos out. I -may- have ironed out what may caused the hiccups after re-initializing the dxvk.conf file to default settings but there an instance that I had the frame-rate fluctuating between 30 and 60 FPS on my end. Maybe it was something that I incorrectly set-up with the configuration file when I made the initial post.
For me, the game locks up on the character select screen, before the character models load up. The characters appear after a while, but the game locks up again permanently after that. The game used to work flawlessly before, i dunno what happened. I tried replacing wine staging with wine, resetting the prefix and reinstalling the game and using it without mods and everything, the issue stays consistent.
Wine 10.5 on arch linux, with dxvk, on a Ryzen 3 5300U.
@ffoxD Hi there. Please make a new issue so it is easier to track.
If able then attach wine and dxvk output from a time it happens
In my case stay working with dxvk 2.6.1 and mesa 25.1
@ViperAcidZX Could you give this a go again with current master? https://github.com/doitsujin/dxvk/actions/runs/15808988120
@ViperAcidZX Could you give this a go again with current master? https://github.com/doitsujin/dxvk/actions/runs/15808988120
Sorry for the late reply, I was dealing with some personal house problems. The current master build that you sent me seemed to have fixed the performance at first early testing but I didn't get a chance to properly test it out on longer play sessions, but so far the game's frame-rate seems to run between 60.0 to 59.8.
Feel free to comment here again if you find it isn't fixed. Anyway.
I started using DXVK (
d3d8.dllandd3d9.dllx86) to see if it can fix the Z-fighting issues the PC version has, and while it works in solving the issue, but it seems to cause constant performance issues with the game even though my PC should be able to handle the game. Every now and then it goes from a stable frame-rate to suddenly running at ~30 FPS with thed3d9.invariantPositionenabled in dxvk.conf. This happens regardless of the game's frame-rate limit, 60 FPS or unlocked in the configuration file for DXVK.Software information
Sonic Heroes (PC), modded with Reloaded-II and the following mods:
I also tested this with another clean vanilla installation of Sonic Heroes PC without major modifications and the issues still happen there as well.
Videos
Vanilla:
https://youtu.be/CH7qV1nMUhs
https://youtu.be/sRG533M7SW4
Modded:
https://youtu.be/CH7qV1nMUhs
https://youtu.be/uJRNkg3XI1w
System information
Apitrace
Logs