protonscr

[d3d8] A.I.M. - map rendering performance issues

dxvkopen performanced3d8
doitsujin/dxvk#5025 · opened 2025-06-18 by WinterSnowfall · updated 2025-08-22 · 2 comments · github
WWinterSnowfall 2025-06-18 github

When opening up the in-game map, the following will happen:

  • queue sync count goes up from 2 to 12
  • GPU usage goes up from 4-10% to 89% on my 4070

Needless to say on some GPUs this will cause low performance and frame drops. Windows users have reported this does not happen on native, see: https://github.com/AlpyneDreams/d8vk/issues/76

The game appears to do an insane number of back-to-back surface locks for some reason, but I'm unsure if we can optimize any of that in any sane way.

d3d9.cachedDynamicBuffers = True does not have any noticeable effect in this case.

Software information

A.I.M. - Artificial Intelligence Machine

System information

  • GPU: Nvidia RTX 4070
  • Driver: 570.153.02
  • Wine version: 10.8 Staging
  • DXVK version: 2.6.2+

Apitrace file(s)

AIM.trace.tar.xz

Log files

AIM.d3d8.log

GGranMinigun 2025-06-21 github

DXVK 2.6.2 shows about the same performance as 2.4 on my machine, varying in range approximately 25~30 FPS (depending on the map position?). Symptoms as described above, the amount of queue syncs shoots up. Intel Core i5-7400 w/ HD Graphics 630, Mesa 25.1.3, Wine 10.9 Staging. Game version is 1.04, with the official No-CD executable applied.

WWinterSnowfall 2025-06-21 github

HD Graphics 630

Thank you for confirming. Yeah, I expect it to be quite noticeable on an iGPU.

Nothing extracted yet.