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skyrim LE #1552

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chumik6000 opened this issue Apr 5, 2020 · 5 comments
Closed

skyrim LE #1552

chumik6000 opened this issue Apr 5, 2020 · 5 comments

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@chumik6000
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HI all! In Skyrim LE i have terrible freezes. i play enb + dxvk. Game stop freeze only if i enable @DisablePreloadToVRAM@. Please tell me someone what is wrong?
TESV_d3d9.log

@misyltoad
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Disable ENBoost when using DXVK + ENB.

Prefer to use d3d9.evictManagedOnUnlock = True in the config options over that.

@chumik6000
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how to Disable ENBoost? freezes degreeze with d3d9.evictManagedOnUnlock = True. advice me pls what options in dxvk.conf i must change to get smooth gameplay?
TESV_d3d9 new.log

Create the VkSurface on the first call to IDXGISwapChain::Present,

rather than when creating the swap chain. Some games that start

rendering with a different graphics API may require this option,

or otherwise the window may stay black.

Supported values: True, False

dxgi.deferSurfaceCreation = False

d3d9.deferSurfaceCreation = False

Enforce a stricter maximum frame latency. Overrides the application

setting specified by calling IDXGIDevice::SetMaximumFrameLatency.

Setting this to 0 will have no effect.

Supported values : 0 - 16

dxgi.maxFrameLatency = 0

d3d9.maxFrameLatency = 0

Override PCI vendor and device IDs reported to the application. Can

cause the app to adjust behaviour depending on the selected values.

Supported values: Any four-digit hex number.

dxgi.customDeviceId = 0000

dxgi.customVendorId = 0000

d3d9.customDeviceId = 0000

d3d9.customVendorId = 0000

Report Nvidia GPUs as AMD GPUs by default. This is enabled by default

to work around issues with NVAPI, but may cause issues in some games.

Supported values: True, False

dxgi.nvapiHack = True

Override maximum amount of device memory and shared system memory

reported to the application. This may fix texture streaming issues

in games that do not support cards with large amounts of VRAM.

Supported values: Any number in Megabytes.

dxgi.maxDeviceMemory = 23488

dxgi.maxSharedMemory = 8196

Override back buffer count for the Vulkan swap chain.

Setting this to 0 or less will have no effect.

Supported values: Any number greater than or equal to 2.

dxgi.numBackBuffers = 0

Overrides synchronization interval (Vsync) for presentation.

Setting this to 0 disables vertical synchronization entirely.

A positive value 'n' will enable Vsync and repeat the same

image n times, and a negative value will have no effect.

Supported values: Any non-negative number

dxgi.syncInterval = -1

d3d9.presentInterval = -1

Performs range check on dynamically indexed constant buffers in shaders.

This may be needed to work around a certain type of game bug, but may

also introduce incorrect behaviour.

Supported values: True, False

d3d11.constantBufferRangeCheck = False

Assume single-use mode for command lists created on deferred contexts.

This may need to be disabled for some applications to avoid rendering

issues, which may come at a significant performance cost.

Supported values: True, False

d3d11.dcSingleUseMode = True

Override the maximum feature level that a D3D11 device can be created

with. Setting this to a higher value may allow some applications to run

that would otherwise fail to create a D3D11 device.

Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1

d3d11.maxFeatureLevel = 11_1

Overrides the maximum allowed tessellation factor. This can be used to

improve performance in titles which overuse tessellation.

Supported values: Any number between 8 and 64

d3d11.maxTessFactor = 0

Enables relaxed pipeline barriers around UAV writes.

This may improve performance in some games, but may also introduce

rendering issues. Please don't report bugs with the option enabled.

Supported values: True, False

d3d11.relaxedBarriers = True

Overrides anisotropic filtering for all samplers. Set this to a positive

value to enable AF for all samplers in the game, or to 0 in order to

disable AF entirely. Negative values will have no effect.

Supported values: Any number between 0 and 16

d3d11.samplerAnisotropy = -1

d3d9.samplerAnisotropy = -1

Declares vertex positions as invariant in order to solve

potential Z-fighting issues at a small performance cost.

Supported values: True, False

d3d11.invariantPosition = False

d3d9.invariantPosition = False

Replaces NaN outputs from fragment shaders with zeroes for floating

point render target. Used in some games to prevent artifacting.

Supported values: True, False

d3d11.enableRtOutputNanFixup = False

Clears workgroup memory in compute shaders to zero. Some games don't do

this and rely on undefined behaviour. Enabling may reduce performance.

Supported values: True, False

d3d11.zeroWorkgroupMemory = False

Sets number of pipeline compiler threads.

Supported values:

- 0 to automatically determine the number of threads to use

- any positive number to enforce the thread count

dxvk.numCompilerThreads = 0

Toggles raw SSBO usage.

Uses storage buffers to implement raw and structured buffer

views. Enabled by default on hardware which has a storage

buffer offset alignment requirement of 4 Bytes (e.g. AMD).

Enabling this may improve performance, but is not safe on

hardware with higher alignment requirements.

Supported values:

- Auto: Don't change the default

- True, False: Always enable / disable

dxvk.useRawSsbo = True

Toggles early discard.

Uses subgroup operations to determine whether it is safe to

discard fragments before the end of a fragment shader. This

is enabled by default on all drivers except RADV and Nvidia.

Enabling this may improve or degrade performance depending

on the game and hardware, or cause other issues.

Supported values:

- Auto: Don't change the default

- True, False: Always enable / disable

dxvk.useEarlyDiscard = True

Sets enabled HUD elements

Behaves like the DXVK_HUD environment variable if the

environment variable is not set, otherwise it will be

ignored. The syntax is identical.

dxvk.hud =

Reported shader model

The shader model to state that we support in the device

capabilities that the applicatation queries.

Supported values:

- 1: Shader Model 1

- 2: Shader Model 2

- 3: Shader Model 3

d3d9.shaderModel = 3

Evict Managed on Unlock

Decides whether we should evict managed resources from

system memory when they are unlocked entirely.

Supported values:

- True, False: Always enable / disable

d3d9.evictManagedOnUnlock = true

DPI Awareness

Decides whether we should call SetProcessDPIAware on device

creation. Helps avoid upscaling blur in modern Windows on

Hi-DPI screens/devices.

Supported values:

- True, False: Always enable / disable

d3d9.dpiAware = True

Strict Constant Copies

Decides whether we should always copy defined constants to

the UBO when relative addresssing is used, or only when the

relative addressing starts a defined constant.

Supported values:

- True, False: Always enable / disable

d3d9.strictConstantCopies = False

Strict Pow

Decides whether we have an opSelect for handling pow(0,0) = 0

otherwise it becomes undefined.

Supported values:

- True, False: Always enable / disable

d3d9.strictPow = True

Lenient Clear

Decides whether or not we fastpath clear anyway if we are close enough to

clearing a full render target.

Supported values:

- True, False: Always enable / disable

d3d9.lenientClear = False

Max available memory

Changes the max initial value used in tracking and GetAvailableTextureMem

Value in Megabytes

Supported values:

- Any int32_t

d3d9.maxAvailableMemory = 22788

Force enable/disable floating point quirk emulation

Force toggle anything * 0 emulation

Tristate

Supported values:

- True/False

d3d9.floatEmulation =

Enable dialog box mode

Changes the default state of dialog box mode.

Disables exclusive fullscreen when enabled.

Supported values:

- True, False: Always enable / disable

d3d9.enableDialogMode = False

Overrides the application's MSAA level on the swapchain

Supported values: -1 (application) and 0 to 16 (user override)

d3d9.forceSwapchainMSAA = -1

my pc:
1080 ti
32 ram 3200 gz
ssd 500
8700k 5 gz

@Techwolf
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Techwolf commented Jul 8, 2020

Are you referring to enboost memory manager or enboost graphics enhancer? I also run LE with enboost memory/crasher fixer. Only issue I have with it is when at startup, all 36GB of system memory is used up, then released. Causing system lockup for about a minute and swapfile use.

@chumik6000
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i found solution. to use dxvk memory patch u must set d3d9.evictManagedOnUnlock = True and ReduceSystemMemoryUsage=false in enblocal.ini

@chumik6000
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i found solution. to use dxvk memory patch u must set d3d9.evictManagedOnUnlock = True and ReduceSystemMemoryUsage=false in enblocal.ini

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