This works on all somewhat modern systems. Either Google your system's compatibility with Vulkan or just update your GPU drivers and then follow the instructions below. Trying DXVK without Googling compatibility may actually be a quicker way to find out. My system: Windows 11, AMD Ryzen 5 3600 and AMD Radeon RX 6600. Copying one single file into the x64 folder of RR increased my performance by 30-300%, depending on the situation on screen. If this is because of RR, DX9 or AMD's GPU drivers, I don't know, but considering how easy it is to try, it's worth a couple of minutes of fiddling. The largest increase came where it's needed the most - many cars on screen and FPS dipping. The performance increase is larger than what I'd get by spending hundreds of euros on hardware. - Update your GPU drivers. - Download DXVK here: https://github.com/doitsujin/dxvk/releases/download/v2.0/dxvk-2.0.tar.gz Main page: https://github.com/doitsujin/dxvk - Unpack the d3d9.dll from the x64 folder into \steamapps\common\raceroom racing experience\Game\x64\. - Done. If you want to "uninstall" it, just remove the .dll file or rename it. If you want to verify that DXVK is running, create a file called "dxvk.conf" in steamapps\common\raceroom racing experience\Game\. Paste the following line into that file using a text editor: "dxvk.hud = fps,devinfo" If DXVK is active in RR, you'll see information about it in the top left corner. Extra feature, if you want to cap your FPS but don't want to use RTSS, add these lines: "d3d9.maxFrameRate = 59" Or any FPS you like. I use 59 because I want VRR to be active on a 60Hz monitor. If you got a somewhat modern system, for most games you should enable "Above 4G" and "Re-size BAR" in BIOS. In Radeon drivers, an option of "SAM" in Performance -> Tuning should appear - enable that. But it works for Nvidia as well. Without DXVK, this lowers my performance, but with DXVK, this increases performance very much. In most games, performance is increased. Edit: Without SAM, I got 35 FPS in a horror situation. With SAM, I got 93 FPS. DXVK increases performance greatly in most if not all DX9 games. It can also be used in DX10 and DX11 games.
4070ti - Ryz 9 5900X - 32GB DDR4 Can sun basically ANYTHING at 4K buttersmooth... But not a game 15 years old. Nice.
I recently reinstalled my game and DX9 etc to try solve an issue with VR (it didnt fix it), but, interesting side note, previously there was a HUGE performance increase with DXVK on my system..(3090 based) measured as GPU consumption DX9 was ~50%++ consumption and DXVK was only 35%++ I turned on Steam measuring tools and noticed on new system (5090 based) that DX9 and DXVK are now only 1-2% apart in GPU consumption at 25-26% each, meaning somehow DX9 is now chewing more GPU (3090>>5090 at same percentile, you would expect it to be lower on the newer significantly fast graphics card) and DXVK now no longer offers a perfomance increase. Fwiw, both boot fine though, DX9 looks better so Im staying with that for now, the trees fade with a "grid" effect in DXVK that is immersion breaking on tree heavy tracks like the green hell, and I cant find a setting that fixes that, since DVXK offers no advantages to me anymore no worries I guess. DXVK, trees "fade in" like this at this distance, like they teleporting into existance ala star wars. DX9, normal trees, blurry but not immersion breaking.
Edit: This post was too long, and addressed nothing in particular as the previous poster moved on. I'll just leave a request for devs to redo and optimize mip-maps of this kind in R3E, so they behave better with AT/A2C outside the meant vanilla dx9+NV target, while also improving it. Specially if there's any plan to move to native DX11 later, as to minimize excessive dither with current textures on AMD hw (where AT and A2C remains subpar, and will dither as in the images above). This has been done in other racing titles where the issue is prominent. Even if AT/A2C is rendering as expected on NV, you might still find excessively faint mip maps at a distance, as alpha coverage on those isn't properly retained as image scales down (p.e, see this article) On tools like the nvidia texture exporter plug in, options such as "Scale Alpha for Mipmap coverage" are meant to deal with this (off by default). The first screenshot on the post above, where dither shows uniformly all-over distant trees mips, can be a tell-sign this wasn't applied. A traditional manual, but more laborious solution to it, was/is manually sharpening and increasing contrast on all tree mip-map alpha layers (incidentally, making them more aliased), as to retain more 100% opaque coverage under fine detail pixels. I remember AC track builders having to resort to this kind of measures to address AMD users under dx11 (so they'd match optimized vanilla content too).