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Fallout: New Vegas Performance Issues - DXVK 2.6.1

dxvkclosed performanced3d9not our bugwindowsamd proprietary
doitsujin/dxvk#4840 · opened 2025-04-09 by TheCaptainKrunk · updated 2026-07-26 · 54 comments · github
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TTheCaptainKrunk 2025-04-09 github

Please describe your issue as accurately as possible:

Another user and I in the TES Reloaded community are experiencing issues pertaining to DXVK 2.6.1 in Fallout: New Vegas using AMD RX 9070XT GPUs on the same (latest) drivers. All versions of DXVK have been unsuccessful in testing, lending to worse performance than 2.6.1. With DXVK installed, massive stutter is had during gameplay. This will also occasionally lead to AMD driver crashes.

Video Proof

Software information

Fallout: New Vegas

System information

  • GPU: AMD RX 9070XT
  • Driver: 25.3.1
  • Wine version: N/A
  • DXVK version: 2.6.1

Apitrace file(s)

FNV trace

Log files

Log

KK0bin maintainer 2025-04-09 github

Could you upload a save of a spot where it happens? Last time I tried the game, it ran flawlessly and Apitraces aren't useful for performance issues most of the time.

Also: Are older DXVK versions impacted as well?

TTheCaptainKrunk 2025-04-10 github

Could you upload a save of a spot where it happens? Last time I tried the game, it ran flawlessly and Apitraces aren't useful for performance issues most of the time.

Also: Are older DXVK versions impacted as well?

I could upload a save, but due to being a modded playthrough, the save likely wouldn't load on a game that isn't identically set up with mods. I can always do it, though if insisted. I have tried new games as well, with the same issue. The issue does not persist if DXVK is removed, but the framerate is halved at least.

Oddly, there are many that use DXVK to great success, but it seems that the 9070XT dudes I have talked to suffer with some huge performance issues.

Older versions are impacted as well. I have tried almost every version on the Nexus, with some allowing me to launch a save and some not. As I stated in the initial report above, "All versions of DXVK have been unsuccessful in testing, lending to worse performance than 2.6.1."

Edit: I have recordings with DXVK HUD being on, showing diagnostics from different versions that did launch, if needed.

TTheCaptainKrunk 2025-04-10 github

To quote another user in the TESR community: "Hey man I really think its our GPU's, I have a heavy modlist and a fresh one with a viva new vegas one and I test them side by side and its always a stuttery mess (with DXVK)"

and

"but everything works stable no stutter if nvhr (New Vegas Heap Replacer) its only really dxvk that stutters"

KK0bin maintainer 2025-04-10 github

I have tried almost every version on the Nexus

Don't get DXVK off of NexusMods.

Edit: I have recordings with DXVK HUD being on, showing diagnostics from different versions that did launch, if needed.

That could be interesting. Record a video with DXVK_HUD=full please.

TTheCaptainKrunk 2025-04-10 github

Don't get DXVK off of NexusMods.

Got it, I can try with versions here, but I have been using the 2.6.1 version from GH.

That could be interesting. Record a video with DXVK_HUD=full please.

Will do, currently facing worse issues now somehow, where I am getting constant AMD driver crashes after DDU'ing and doing a proper fresh install of drivers. Once I get myself set back up tonight, I will do so.

TTheCaptainKrunk 2025-04-10 github

@K0bin Alright, all set. I loaded up my MO2 profile that is the vanilla game modded following the Viva New Vegas guide to a tee, so in essence this should be the most stable and performant the game (generally) can be.

You can see the stutters correlating to the graph spikes at to bottom left of the screen in the DXVK HUD. They are much more noticeable in-game, and when modded further. The largest stutter can be seen at the end of the video by the NCR tent.

I tested with no DXVK, and the game did not experience one single stutter when sprinting from Goodsprings to Primm also, like in the video.

DXVK HUD Video

KK0bin maintainer 2025-04-10 github

That video has a resolution of ~240p so I can't read the HUD at all.

Do the stutters also happen with a completely unmodded vanilla game or do they only happen with your mods?

TTheCaptainKrunk 2025-04-10 github

That video has a resolution of ~240p so I can't read the HUD at all.

Damn Imgur, here is a Mega link to the video

Do the stutters also happen with a completely unmodded vanilla game or do they only happen with your mods?

I will check completely unmodded, but VNV modded is revered to be more stable and generally a "fixed" FNV.

TTheCaptainKrunk 2025-04-10 github

@K0bin I am finally, finally, able to say by sheer chance my issue is fixed. Hard part is, I did 3 things and I do not know which fixed the issue. I have been battling with this for two weeks, and its finally over.

I noticed my 9070XT was going from 60fps down to 15fps randomly in Arma Reforger. I did some research and implemented some fixes to try and figure this out as it was obviously a GPU issue at this point.

My fixes:

Arma reforger went from an extremely inconsistent stuttery mess to stable 80-90fps. My sprint from from Goodsprings to Primm went flawlessly with DXVK showing no stutters on the HUD graph. I am going to test extensively tomorrow to get a definitive result, but so far, for the first time... no stutters.

Its over. Its finally over. Hopefully this can help someone else out in the future.

ZZankom 2025-04-10 github

When i use dxvk, the game loads but its just a black screen with game sound.

TTheCaptainKrunk 2025-04-10 github

@Zankom Make sure to set your monitor resolution in Documents\My Games\FalloutNV\FalloutPrefs.ini. Mine was misconfigured while using DXVK and OneTweak, and it resulted in this.

ZZankom 2025-04-10 github

The resolution setting in the launcher wont work?

TTheCaptainKrunk 2025-04-10 github

@Zankom If your resolution is in there, but I run an ultrawide so mine wasn't. I am not sure. Out of curiosity, does your issue relate to this thread in any way? Same GPU? DXVK?

ZZankom 2025-04-10 github

7900xt and yeah, dxvk. Im here because im trying to get vulkan working on new vegas ofc and saw it was a recent thread.

TTheCaptainKrunk 2025-04-10 github

7900xt and yeah, dxvk. Im here because im trying to get vulkan working on new vegas ofc and saw it was a recent thread.

@Zankom I hate to be rude man, but following the Viva New Vegas modding guide as a start and making a bug report here with the appropriate tece and log would be your best bet. This thread was created to highlight performance issues with the AMD 9070XT, which have since been solved.

ZZankom 2025-04-10 github

All good man no worries

TTheCaptainKrunk 2025-04-11 github

@K0bin We can be good to close this, final issue was determined to be AMD ULPS. This can be turned off with regedit to fix the stuttering.

TTheCaptainKrunk 2025-04-28 github

@K0bin Would it be possible to reopen this issue? Solved the driver timeout issues, but ULPS does not seem to be a fix after all. Stuttering is back, and heavy.

KK0bin maintainer 2025-04-28 github

Please upload your save. In the video it looks like it's shader compilation stutter. Make sure your driver supports VK_EXT_graphics_pipeline_library.

TTheCaptainKrunk 2025-04-28 github

@K0bin

For posterity, here is the d3d9 log as well (says the libraries are supported): Log

Save: Save

Found this link on AMD's forums, unsure if AMDs current drivers support it or don't. Not able to get a clear answer: AMD Forums post on pipeline library

I have also updated to Adrenalin driver 25.3.2, and I must say DXVK 2.6.1 does result in driver timeouts but 2.5.3 is where I get massive stutters, no timeouts. Odd that the behavior has switched suddenly.

If you need anything else, anything at all, let me know.

TTheCaptainKrunk 2025-04-28 github

Here is a current video of large stuttering trying 2.5.3: Medal Video

BBlisto91 2025-04-28 github

I assume you have also tested standard dxvk? We don't support the various forks

TTheCaptainKrunk 2025-04-28 github

I have tried 2.5.3 and 2.6.1 from here and every version on the FNV Nexus page, while I understand those are not supported. Just covering the bases. @Blisto91

BBlisto91 2025-04-28 github

Could you try giving it a go with your iGPU? I am wondering if there is something special about AMDs compiler on rdna4.
You should be able to select the iGPU by inserting dxvk.deviceFilter = "Radeon(TM) Graphics" into the config file

TTheCaptainKrunk 2025-04-29 github

@Blisto91 I get about 1 FPS with using the iGPU. It is an actual slideshow. I can turn off all graphics mods and try again.

TTheCaptainKrunk 2025-04-29 github

@Blisto91 With no mods aside from the stability and performance-needed mods outlined in the Viva New Vegas guide, I get about 10 FPS, and it does still stutter quite a bit, but doesn't hard lock for a good second or so. This also might be due to the framerate, as I am sure long stutters are harder to see when the game is running at Gameboy Advance levels of FPS.

TTheCaptainKrunk 2025-04-29 github

@K0bin Any ideas I can try out?

KK0bin maintainer 2025-04-29 github

I need to look into this myself and haven't had time yet.

KK0bin maintainer 2025-04-29 github

@TheCaptainKrunk Your save game crashes when loading (probably because I don't have the same (or any) mods installed. Could you tell me the location in game? I hope I don't have to run across the map.

I did try another save I had and that ran at an almost flawless 120fps with some infrequent stutters here and there that were almost certainly because of level/asset streaming.

DDigger1955 2025-05-29 github

@TheCaptainKrunk

You can try to disable Graphics Pipeline Library (GPL) in DXVK by adding config option dxvk.enableGraphicsPipelineLibrary = False in dxvk.conf:

  1. Download dxvk.conf example from DXVK repository on GitHub.

  2. Copy dxvk.conf to the application working folder (usually in the same folder as DXVK DLLs and game EXEs).

  3. Add to the dxvk.conf file next string:

    dxvk.enableGraphicsPipelineLibrary = False

  4. Save dxvk.conf.

  5. Run game.

It may solve your problem, because AMD Windows Vulkan Driver implementation of VK_EXT_graphics_pipeline_library extension leaves much to be desired. You can read comments in this issue: https://github.com/doitsujin/dxvk/issues/3859

Do note, that the game will exhibit stutters on first launch, but there will be/must be none on consequent launches.

Mmbriar 2025-05-30 github

GPL shouldn't really cause long lasting performance issues because DXVK will still compile the same monolithic pipelines in the background as it does without GPL and use those instead of the GPL pipelines as soon as they are done.

Do note, that the game will exhibit stutters on first launch, but there will be/must be none on consequent launches.

Without GPL there can still be stutters everytime new shader combinations are seen for the first time in game. Just launching the game and standing around in one area isn't enough, you'd basically have to play though the whole game and see every effect, material, etc...

BBlisto91 2025-07-06 github

@TheCaptainKrunk Is this still an issue with the latest drivers and dxvk?

BBlisto91 2025-10-08 github

@TheCaptainKrunk Friendly ping. A try with latest master might be interesting. You can download a build here https://github.com/doitsujin/dxvk/actions/runs/18325013138

Ggrooney1997 2025-11-07 github

Are you still have the issue, I've been having the same issue and managed to find a fix

TTheCaptainKrunk 2025-11-07 github

What was the fix?

On Fri, Nov 7, 2025, 12:58 PM grooney1997 @.***> wrote:

grooney1997 left a comment (doitsujin/dxvk#4840)
https://github.com/doitsujin/dxvk/issues/4840#issuecomment-3504311214

Are you still have the issue, I've been having the same issue and managed
to find a fix


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BBlisto91 2025-11-07 github

Make sure you enable resizable bar if you haven't already

Ggrooney1997 2025-11-07 github

What was the fix?

Follow some of the https://performance.moddinglinked.com/falloutnv.html#dxvk-flip guide:

  • Follow the Performance Mods section
  • Confirm MPO MaxPlanes is more than 1
  • download https://github.com/Sporif/dxvk-async/releases/download/2.0/dxvk-async-2.0.tar.gz
    (open file and go to dxvk-async-2.0\x32 and copy d3d9.dll & dxgi.dll and paste them in fallout New Vegas Root)
    OPTIONAL ALTERNATIVE Use Mod Organizer 2 with Root Builder, Simply create as new mod and create folder named Root and copy d3d9.dll & dxgi.dll into it
  • Follow the Enabling Flip Model (DXVK with DXGI) section on the FNV Performance guide

(I've also followed the Recommended Setups section to disable V-Sync)

I don't use RivaTuner Statistics Server or Special K as they don't work properly on my system

I use Mod Organizer 2 which runs New Vegas (I am using TTW also) and used The Best of Times guide and Wasteland Survival Guide to set up my Mod Organizer 2 correctly (Fallout NV only can use Viva New Vegas guide instead of Wasteland Survival Guide)

The final step which actually fixed the constant stuttering was to use either Notepad or Notepad++ and paste the following:

@echo off
set DXVK_ASYNC=1
set DXVK_STATE_CACHE=1
set "DXVK_HUD=fps,compiler,frametimes"
set DXVK_USE_PIPECOMPILER=1
set DXVK_FRAME_RATE=120
set DXVK_LOG_LEVEL=info
set "DXVK_LOG_PATH=%USERPROFILE%\Documents\DXVK_Logs"

if not exist "%DXVK_LOG_PATH%" mkdir "%DXVK_LOG_PATH%"
set "DXVK_LOG_FILE=%DXVK_LOG_PATH%\Fallout_TTW_DXVK.log"

cd /d "G:\SteamLibrary\steamapps\common\Fallout New Vegas"
start "" FalloutNV.exe

My DXVK_STATE_CACHE_PATH is stored on G:\SteamLibrary\steamapps\shadercache\22380\DXVK_state_cache\ as I'm using the Steam GOTY FNV

This will store the game cache

And for the last part:

cd /d "YOUR FALLOUT NV ROOT"
start "" FalloutNV.exe

Save the File as Launch_TTW_DXVK.bat in a folder such as G:\DXVK\

If you use too many sub folders it will break the next step

  • Final step is to open your Mod Organizer 2 and open Executables

  • Select the + and go to add from file

  • Go to the location of Launch_TTW_DXVK.bat and select Open

  • The file path should now be in Binary

  • Change the Title to Fallout (DXVK Async) or whatever you want

  • Enable force load librarys (might be enabled already)

  • Apply and Ok

Launch the game through that executable from now on

I have set "DXVK_HUD=fps,compiler,frametimes in the Launch_TTW_DXVK.bat file, this should show FPS, a graph when game is launched and show compiling message in bottom left corner. It pretty much confirms that the .bat is working if visible. to disable it simply edit the .bat file and delete the command.

The game will stutter for a couple minutes but nowhere near as bad as it used to. It's simply generating shaders and is normal for the first time entering new areas. also textures might disappear and reappear but this is also normal and wont happen again once shaders are cached.

Hope this helps, more than likely confusing so don't be afraid to ask me anything.

Think this issue was only on the RX 90 series, hopefully it works for you also!

DDigger1955 2025-11-08 github

So the fix is Async.

@TheCaptainKrunk

If you are going to use DXVK-Async, I recommend you to use newer versions than DXVK-Async 2.0, since newer versions of DXVK are made with knowledge about your GPU (RX 9070 XT) and its architecture (RDNA4).

Choose the one that works best for you:

DXVK-GPLAsync
or
DXVK-GPLALL

Note: d3d9.dll of DXVK does not use dxgi.dll of DXVK in any way - Link: https://github.com/doitsujin/dxvk?tab=readme-ov-file#dll-dependencies

KK0bin maintainer 2025-11-08 github

There's no reason to use async anymore ever since DXVK 2.0.

DDigger1955 2025-11-08 github

There's no reason to use async anymore ever since DXVK 2.0.

It depends on end-user setup - OS, GPU, GPU Driver, User Application. It seems to have helped @grooney1997.

KKommanderWar 2026-02-19 github

Does anyone know if there's a way to force the desired resolution? Because DXVK should deliver performance, but it forces the monitor's maximum resolution, making it unplayable at 10 fps.

BBlisto91 2026-02-19 github

Should just work with the games own resolution selection

Ddoitsujin maintainer 2026-02-19 github

but it forces the monitor's maximum resolution, making it unplayable at 10 fps.

It doesn't though?

Also what kind of potato are we talking about that FNV of all things runs at 10 fps, the game is 15 years old. If you're using ancient hardware then DXVK will not perform well in general.

KKommanderWar 2026-02-19 github

but it forces the monitor's maximum resolution, making it unplayable at 10 fps.

It doesn't though?

Also what kind of potato are we talking about that FNV of all things runs at 10 fps, the game is 15 years old. If you're using ancient hardware then DXVK will not perform well in general.

So, for some reason, it forces the game to 4K, and my 3060ti can't handle it. At 1440p without DXVK, it runs well at around 40-50 fps, which is playable.

KKommanderWar 2026-02-19 github

Dude, I don't understand anything. I downloaded other versions of DXVK that are for other games, and it ran smoothly but then it bugged out and stayed on the other monitor. I couldn't switch to the main monitor at all. What I did was download the standard DXVK again, and now it's running smoothly 🧐🧐 I don't know what the heck happened, but it worked, thanks.

KKommanderWar 2026-02-19 github

Ah, okay, I understand. I lowered the desktop resolution to 2k... that's why it's smooth... 👍 It's a shame the desktop is a bit blurry now.

LLilLiv202020 2026-03-03 github

even installing it, it still doesnt work, models and terrain keep appearing, ive tried everything and it still stutters and gives me low fps, and even without the installed mods with viva new vegas' guide it still doesnt work, so please, is there a solution to THIS???!?!?

-GPU: RX 7800 XT
-CPU Ryzen 5 7600x
-RAM 32GB

KK0bin maintainer 2026-03-03 github

We've never been able to reproduce any performance problems. I assume you're on Windows if it doesn't work for you?

DDigger1955 2026-03-04 github

Greetings, @LilLiv202020

Are you using Windows OS and latest AMD GPU Drivers?

Does the issue you observe looks similar to this video? - https://www.youtube.com/watch?v=xpmU9GLegmQ
It was provided by upstream DXVK user on Guru3D Forums: https://forums.guru3d.com/threads/dx9-dxvks-shader-compilation-seems-broken-in-rdna-4-gpus.459451/post-6399581 - it is the third video in the post at Guru3D forums, that shows shader compilation stutters on RDNA4 GPU (RX 9060 XT) in D3D9 titles with Graphics Pipeline Libraries (GPL) active.

If the issue you observe is similar, then you may try the next solutions:

  1. Disable GPL support in DXVK by setting dxvk.enableGraphicsPipelineLibrary = False in dxvk.conf configuration file - game will stutter, but less, and, eventually, when all shaders will be compiled, it won't.

  2. Use older upstream DXVK version - specifically DXVK 2.3.1 - game must not stutter, but you may observe minor graphics bugs.

  3. Use DXVK-GPLALL fork - it has GPL support disabled by default and solves shader compilation stutter problem by using Async feature. As a result game will not stutter, but you may (or may not) observe minor graphics bugs.

The reason of this issue is - "GPL broke on all RDNA GPUs sometimes during 2025, can't remember which drivers, could've been between May to August." - Message Link at Guru3D forums.

Information for upstream DXVK developers:

The specific problem that was debugged and mitigated by Guru3D Forums user is:

"While I was debugging the problem with the stutter, I thought that we have problem with AMD driver. But then I found this:vkCreatePipeline returns VK_SUCCESS but doesn't return a valid pipeline handle with some shaders.We have the same situation in dxvk with AMD cards" - Message Link at Guru3D forums.

Quote with the information about problem:

In dxvk we have this code:

    VkPipeline pipeline = VK_NULL_HANDLE;
    VkResult vr = vk->vkCreateGraphicsPipelines(vk->device(), VK_NULL_HANDLE, 1, &info, nullptr, &pipeline);


    if (vr && vr != VK_PIPELINE_COMPILE_REQUIRED_EXT)
      Logger::err(str::format("DxvkGraphicsPipeline: Failed to create base pipeline: ", vr));


    return pipeline;

With LLPC compiler on Windows (the default one), vkCreateGraphicsPipelines returns VK_PIPELINE_COMPILE_REQUIRED_EXT (success) but pipeline is VK_NULL_HANDLE instead of a valid handle as it should be in case of successful operation. It could be VK_NULL_HANDLE in case of an error but then the return code should have a proper error value.
This happens just for some shaders, not for all.

Here is a similar bug report for an Intel driver: vkCreatePipeline returns VK_SUCCESS but doesn't return a valid pipeline handle with some shaders.

With "AMD proprietary shader compiler" on Windows (manually set), vkCreateGraphicsPipelines returns VK_PIPELINE_COMPILE_REQUIRED_EXT (success) with a valid pipeline handle as expected by specification. The same way it works on Linux with MESA Vulkan driver.

Full information about issue and its solution/mitigation can be found at Guru3D Forums topic: https://forums.guru3d.com/threads/dx9-dxvks-shader-compilation-seems-broken-in-rdna-4-gpus.459451/

KK0bin maintainer 2026-07-25 github

@Digger1955 (Very late response but this came up again)

Information for upstream DXVK developers:

With LLPC compiler on Windows (the default one), vkCreateGraphicsPipelines returns VK_PIPELINE_COMPILE_REQUIRED_EXT (success) but pipeline is VK_NULL_HANDLE instead of a valid handle as it should be in case of successful operation. It could be VK_NULL_HANDLE in case of an error but then the return code should have a proper error value.

Not sure what they mean. Sounds like exactly what it should do when using PIPELINE_CACHE_CONTROL?
But DXVK doesn't use that.
Is this about some of those forks that try to combine graphics_pipeline_libraries with skipping drawcalls for not yet compiled shaders?

If AMDs driver randomly returns VK_PIPELINE_COMPILE_REQUIRED_EXT for applications that don't use PIPELINE_CACHE_CONTROL, that would crash.

DDigger1955 2026-07-25 github

@K0bin

Is this about some of those forks that try to combine graphics_pipeline_libraries with skipping drawcalls for not yet compiled shaders?

No, the person who provided solution applied it on the upstream DXVK - you can find it later in the thread at Guru3D forums.

But he did not provide the source code - only compiled DLLs.

KK0bin maintainer 2026-07-26 github

That has nothing to do with this bug and the AMD bug has seemingly been fixed since then.

DDigger1955 2026-07-26 github

@K0bin

I simply conveyed what the author of the solution wrote. It would have been better if he had done it himself.