Developers, please take a look at DXVK to improve performance

Discussion in 'General Discussion' started by Peter Kerenyi, Jan 15, 2022.

  1. 247

    247 Well-Known Member

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    don't ask me but it can happen on some circuits, while on others i already got 60 to 75 fps, now performances dramatically improved

    but still, keep in mind i'm actually using linux, so things may differ...
     
  2. Thomas Jansen

    Thomas Jansen KW Studios Developer

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    @AlleyViper I had already read your question before you removed it :D The way we are doing the launch option is to have two 64bit folders, one normal, one with the DXVK .dlls. So you can still do whatever you want on the normal one :)
     
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  3. AlleyViper

    AlleyViper Well-Known Member

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    Thank you! I removed that post, so not to bother with something that would answer itself after release. :)
     
  4. AlleyViper

    AlleyViper Well-Known Member

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    Regarding manual usage of later versions of DXVK, the last I'm able to run on a 6700XT (on current 24.10.1 drivers) is 2.4.1.
    Both 2.5 (2.5 should be bugged, no AF in dx9) and current 2.5.1 fail on launch/splash screen, unable to create device. Haven't found a workaround yet.
    upload_2024-11-24_15-24-21.png

    A small update: The situation didn't improve with the latest 2.5.2 on current 24.12.1 drivers, now it'll spew another error: Clipboard_12-29-2024_01.png
    (so I'm back to 2.4.1)
     
    Last edited: Dec 29, 2024
  5. TeddyBearX

    TeddyBearX New Member

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    is dvxk planned to be upgraded ? There are just some small artefacts on some wall textures, like at Interlagos.
    With dx9 I have constant stutter micro-freezes, with dvxk it's 100% smooth.
     
  6. MR RMM COSTA

    MR RMM COSTA Member Beta tester

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    I desagree. By miles one of the best simracing by miles
     
  7. AlleyViper

    AlleyViper Well-Known Member

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    Another update to the above, the newest 2.5.3 dxvk d3d9.dll runs fine again on my system + 24.12.1 on a 6700XT, unlike the previous 2.5.x versions that would prevent R3E to start.

    (Since 2.5.x exclusive FS has been forcefully disabled, so you might with to check the notes on how to enable it back with a single line on your dxvk.conf file: "dxvk.allowFse = True", if you require it for VRR to work)
     
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    Last edited: Jan 23, 2025
  8. OlivierMDVY

    OlivierMDVY Active Member

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    Why is there an openvr_api.dll in the Vulkan directory?

    upload_2025-3-6_13-21-48.png
     
  9. Cobble

    Cobble New Member

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    2.6 seems to work fine. Need to do some more testing tho.
     
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  10. AlleyViper

    AlleyViper Well-Known Member

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    Very late reply, but only recently noticed a regression since 2.6.2.

    On my system (6700XT/24.12.1) any version released after (but not including) 2.6.1 will lack AA on AT textures such as trees, fences, 2d far horizon, etc. Also, they won't dither anymore (fences now turning invisible past a few mip-maps) -- so it'll look the same as vanilla DX9 without external MSAA enhancements. Tried most recent 2.6.2 and 2.7, both behave that way.

    PS: Using d3d9.forceSampleRateShading = True (closer to SGSSAA, way more taxing on GPU) as a workaround will return antialiased transparent edges, but not previous dithering (which allowed longer distance fence render). I guess the culprit was this change introduced in 2.6.2:
    "D3D9 vendor hack features are now only exposed when reporting a GPU vendor that supports the given feature on Windows. This may avoid issues in case games make assumptions based on vendor IDs rather than format queries."

    So, using d3d9.hideAmdGpu = True to report an NV, returns that dithering (maybe botched A2C?), but creates issues like missing car shadows.


    Update: 2.7.1 has a note about fixed MSAA resolves in some D3D9 games, but doesn't change the above. Further on, the dev doesn't intend to revert or allow previous behavior seen up until 2.6.1, were available D3D9 hack features weren't checked against GPU vendor.
     
    Last edited: Sep 28, 2025
  11. Blanes

    Blanes Well-Known Member

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    Probably a dumb question but can VR somehow work with this ?
     
  12. Maskerader

    Maskerader Well-Known Member

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    Since Raceroom VR uses a DX10 layer, have anyone tried using a DX10 dll of DXVK instead of DX9 that is used for the monitor version of the game?
     
  13. B.KinCaid

    B.KinCaid Member

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    I'm really late to this party but has anything changed regarding VR and DXVK? I would really like to have this performance boost in VR. Is there a way to add DXVK as a start command in the start options, so R3E also starts in VR with DXVK?
     
  14. VFX Pro

    VFX Pro Well-Known Member

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    upload_2025-9-25_18-5-30.png
     
  15. Blanes

    Blanes Well-Known Member

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    Does that now work in VR ? I Tried months ago and it just crashed. Be awesome if it did though.
     
  16. VFX Pro

    VFX Pro Well-Known Member

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    I dont' know... using 32:9 HDR monitor at 5120x1440, with RTX 4090 and the game is butter smooth on max settings, with 150-240 fps depending on the track. Loving the new rendering improvements!!
     
  17. Maskerader

    Maskerader Well-Known Member

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  18. B.KinCaid

    B.KinCaid Member

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    I meant this option. Currently, it looks like you can only do one or the other, but not both.
     

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  19. Maskerader

    Maskerader Well-Known Member

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    DXVK will be used if you have DXVK .dll files in the same folder as the game executables. For 64 bit version that would be Steam\steamapps\common\raceroom racing experience\Game\x64

    You can download DXVK files from here: https://github.com/doitsujin/dxvk/releases

    Maybe if you put dlls of both DX9 and DX10 in there it can work?

    But: https://forum.kw-studios.com/index....-improve-performance.18014/page-4#post-256426
     
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    Last edited: Sep 27, 2025
  20. Manfredk2

    Manfredk2 Active Member

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    Were the dxvk files updated by kw-studios with the latest update or are they still the same version as dxvk was introduced to Raceroom?