Please fill in the issue template and use the comma and dot keys on your keyboard, I have no idea whatsoever what you're on about.
DXVK does not cap FPS in source games though.
If i look in some areas like a wall or the sky or up the fps is uncapped and if i look just normal to see things the 1%. Lows are so terrible just for the auto capping the fps.
Sounds pretty good for an Intel Atom N470 from 2008 honestly.
i have a amd ryzen 7 4800h and 3050 ti it s bettween 1660 ti and 1660 super and 32 gb of ram
Can you record a video of what you mean?
idk if github allows big files but I try
wait
sorry for the quality but github doesn t allow me to upload high res videos and high bitrate etc
Do you mean when the fps is dipping down to around 55-61fps?
That just looks like the performance is lower, not that there is a cap.
yes
You can try making a file called dxvk.conf (make sure it isn't just a text file called dxvk.conf.txt if file extensions aren't enabled) and then inserting d3d9.cachedDynamicBuffers = True. See if that makes a difference
Edit: next to the exe i mean. Like the dxvk file
ok wait
i tried the fps were the same but the ram amount was like 10 gb before it was ike 7 and half (with dxvk) without the .conf file
or think like in left 4 dead 2 is a option called wait for vertical sync that looks the fps to half of the refresh rate of my screen and sett it to double buffered it looks to 55 fps and my monitor is 110 hz( i have a 165 hz monitor but i don t have a display port on my laptop)
Can you enable the GPU utilization in the Rivatuner/MSI Afterburner HUD and record another set of videos?
there is a cap on 55 fps. I have 110 hertz on my monitor
There is no cap, it's just slower. That second video shows it running at 70 fps when you look at the wall.
yes but if u don t look at the wall it will got stuck on 55 fps
ok but say me what is this cuz it s clearly a cap on 55 fps if don t look at a wall
Did you try to disable g-sync and/or v-sync?
it s disabled
This is probably a duplicate of https://github.com/doitsujin/dxvk/issues/4290
This is either:
Regardless of which one it is, none of us can reproduce the problem. It is firmly outside of our control.
Try installing Linux.
This is either:
- an external program that causes problems like that (some overlay for example)
- simply performance issues of your system
- a multi-gpu issue
- a Windows issue
Regardless of which one it is, none of us can reproduce the problem. It is firmly outside of our control. Try installing Linux.
It must be a multi-GPU issue. I have a laptop with an Advanced MUX Switch (LOQ 15IRX10). When I switch to dGPU mode, games using DXVK (like L4D2 and GTA IV) are much smoother than in hybrid mode (i.e., multi-GPU mode with both Intel iGPU and NVIDIA enabled).
Additionally, I've already set the games to use the NVIDIA GPU regardless of whether I'm in Hybrid or dGPU mode.
The windows gpu preference only applies to direct3d, you need the one in the nvidia control panel for opengl and vulkan.
Also, "less smooth" isn't the same thing of "weird fps cap".
Can you confirm that's still what you are actually getting, that you are using the nvidia gpu, and that "prefer layered on DXGI swapchain" is set?
The windows gpu preference only applies to direct3d, you need the one in the nvidia control panel for opengl and vulkan. Also, "less smooth" isn't the same thing of "weird fps cap". Can you confirm that's still what you are actually getting, that you are using the nvidia gpu, and that "prefer layered on DXGI swapchain" is set?
My bad, I wasn't being careful with the terminology. I initially thought the discussion was about the stuttering/micro-stuttering I've been experiencing.
In dGPU mode, those stutters completely disappear and everything is buttery smooth. However, in Hybrid mode, the 'less smooth' feeling persists. I'll double-check if there's an actual FPS cap involved or if it's just frame time inconsistency. Also, I'll try setting 'prefer layered on DXGI swapchain' in the NVIDIA Control Panel as you suggested to see if it fixes the issue in Hybrid mode. Thanks for pointing that out.
I've tried setting it to 'prefer layered on DXGI swapchain' in Hybrid mode, but honestly, the result is still the same. dGPU mode via the MUX switch is still significantly smoother than Hybrid mode for me.
My bad for being imprecise earlier, I was indeed talking about the micro-stuttering/smoothness rather than a hard FPS cap. It seems like on my specific hardware (LOQ 15IRX10), the Hybrid mode overhead is just too noticeable regardless of the swapchain settings. I'll just stick to dGPU mode when gaming. Thanks for the technical insight, though.
Sorry, I forgot that you need to set flags for your applications in profile inspector to have DXVK use it. And after reading [#3217](https://github.com/doitsujin/dxvk/issues/3217) now I'm wondering if this trick (or dxvk-low-latency) couldn't also make a difference with the actual topic of this bug report.
You're a lifesaver! After applying the 0x000802A5 flags via NVIDIA Profile Inspector, it works perfectly. The 'less smooth' feeling in Hybrid mode is completely gone, it feels exactly like playing in native dGPU mode now.
It turns out the flags were indeed the missing piece for DXVK to properly utilize the DXGI swapchain. This is a game-changer for me. Thanks a ton for the help!
Just to follow up on your mention of [#3217](https://github.com/doitsujin/dxvk/issues/3217) regarding the input delay:
I completely forgot to add that the responsiveness also feels vastly improved. The 'heavy' feeling or input lag I usually get in Hybrid mode is completely gone. It feels exactly as snappy as native dGPU mode.
I suspect my original issue was purely the presentation bottleneck of Optimus/Hybrid mode, rather than the DXVK limiter delay itself. However, it's highly possible that forcing the DXGI flip model also bypasses or mitigates the latency issues discussed in that thread. Either way, it's incredibly responsive now.
Whatever is going on here, it's not a DXVK bug.
I only followed up on this stupidly OT detour, because it made me wonder what happens (this is the Windows thread, right?) to the actual issue with the DXGI interop. @DanielPopRe
Ok so, if you are in fullscreen and if you enabled v-sync in the game options, the game is gonna use D3DPRESENT_INTERVAL_ONE. Which means a SyncInterval of 1, which in turn equals VK_PRESENT_MODE_FIFO_KHR being used with the built-in frame limiter (in all other cases D3DPRESENT_INTERVAL_IMMEDIATE is used instead, meaning presentInterval is 0 and so VK_PRESENT_MODE_IMMEDIATE_KHR).
I would guess this is something wrong with the RefreshHeuristic, but without OP providing more details yeah can't do much.
In source games execept left 4 dead and left 4 dead 2.But in some areas the fps are uncapped but on some arreas are capped like if i want to look up the fps are uncapped or at a wall and if i look in some areas are capped at 55 fps.Without dxvk the latest beta and even in older versions on some source games have this problem.