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(Question) Force refresh rate option DXVK & DgVoodoo2

dxvkclosed question
doitsujin/dxvk#5157 · opened 2025-08-19 by JS299990 · updated 2025-08-19 · 2 comments · github
JJS299990 2025-08-19 github

What's different about how DXVK handle forcing a desired refresh rate to game in comparison to DgVoodoo2?

I just tried using it with Dark Souls Prepare to Die Edition and it didn't work (the game crashes if it detects a refresh rate higher than 60hz). So far DgVoodoo2 is the only wrapper I found that managed to force a desired refresh rate for this game.

I've read the documentation and I know I'm not supposed to report issues involving this feature. That's not what I'm doing here. It's just a question. I've tried so many other wrappers and so far DgVoodoo2 is the only one that worked for that game so now I'm genuinely curious.

Maybe it's actually voodoo ¯_(ツ)_/¯

WWinterSnowfall 2025-08-19 github

Think I've explained it pretty well here: https://github.com/doitsujin/dxvk/blob/46488ce22c9b0d6839b6c88dbf12528fcae16be9/dxvk.conf#L690-L702

In short, it does not "force" a refresh rate per se, but rather exposes modes with that particular refresh rate to the game, so it acts as a (forced) filter. If the game then decides to ignore what d3d is telling it is supported and pick a random refresh rate, we won't argue with it.

I don't know if dgVoodoo2 does that or anything else for that matter, because it's not open source.

That being said, the option has worked for me in every game I have used it in.

JJS299990 2025-08-19 github

I see. Maybe the reason it doesn't work for me have something to do with the fact that I'm on a laptop and refresh rate is not configurable on integrated screens, and maybe that's why the only wrapper with that feature that worked for me is DgVoodoo2. Since it uses a virtual GPU I'm guessing it has full control of the output.

Thanks for answering!

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