The option existed to work around issues with games that were caused by an incorrect swapchain implementation in DXVK. I fixed our swapchain implementation so the option was no longer necessary.
DXVK is not a modding tool. Forcing double or triple buffering, force enabling/disabling VSync is out of scope for DXVK and should be left to mods/modding tools.
With the introduction of the present-wait / present-id feature in v2.3, the pacing gets controlled by those instead of purely relying on the number of buffers (/swapchain images).
Setting d3d9/dxgi.maxFrameLatency = 1 usually results in triple buffering if the rendering speed is faster than the display refresh when v-sync is enabled. The default (3) usually results in quintuple buffering with v-sync. Double buffering cannot be enforced.
Setting
d3d9/dxgi.maxFrameLatency = 1usually results in triple buffering if the rendering speed is faster than the display refresh when v-sync is enabled. The default (3) usually results in quintuple buffering with v-sync. Double buffering cannot be enforced.
That's useful but in case of certain games (like AC 4 Black Flag) it doesn't work considering the game's fps cap is 63 FPS which you can easily always go beyond and since its pc port is really bad it starts causing micro stutters even on high-end hardware unless triple buffering is forced of course. SpecialK which can be used for this purpose isn't compatible with DXVK in DX11 games and D3DOverride is a legacy piece of software that doesn't even function anymore (plus it can't force it in a VK game and has no hooks for it), and those two were the go-to for this kind of thing back in the day in addition to DXVK, so this kinda leaves AC4 in an unplayable state for many.
But I understand your reasoning, and while it was actually not useless, DXVK is indeed not a modding tool and it's out of scope to keep maintaining these features so thank you for your answers.
I don't understand why triple buffering would magically align the game's fps to your screen. Wouldn't VRR do this though, so you would see perfect 63 fps then? I'm not a fan of frame gen, but in such a case this really could help:
https://github.com/PancakeTAS/lsfg-vk
I don't understand why Black Flag is unplayable?
Been a while since I've last tested the game, but it certainly doesn't expect anything special out of the Vulkan swap chain, which is the only thing that the old config option ever affected to begin with.
@i1u5 What I'm also reading a bit along the lines is that the game, modded in this way, may generate highly varying frame times and expects the pacing to fix this.
Thinking again about this, you may actually use v-sync to create a buffering that aligns the frames a bit more evenly. I have some reservations that this works correctly on xWayland though, since dxvk doesn't receive the v-blanks there (at least it's this way on Nvidia).
Nothing extracted yet.
The only thing related to it was the commit message saying "useless", care to elaborate more? AFAIK this was pretty useful for forcing triple buffering in games.