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skyrim LE #1552
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Disable ENBoost when using DXVK + ENB. Prefer to use |
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? Create the VkSurface on the first call to IDXGISwapChain::Present,rather than when creating the swap chain. Some games that startrendering with a different graphics API may require this option,or otherwise the window may stay black.Supported values: True, Falsedxgi.deferSurfaceCreation = Falsed3d9.deferSurfaceCreation = FalseEnforce a stricter maximum frame latency. Overrides the applicationsetting specified by calling IDXGIDevice::SetMaximumFrameLatency.Setting this to 0 will have no effect.Supported values : 0 - 16dxgi.maxFrameLatency = 0d3d9.maxFrameLatency = 0Override PCI vendor and device IDs reported to the application. Cancause the app to adjust behaviour depending on the selected values.Supported values: Any four-digit hex number.dxgi.customDeviceId = 0000dxgi.customVendorId = 0000d3d9.customDeviceId = 0000d3d9.customVendorId = 0000Report Nvidia GPUs as AMD GPUs by default. This is enabled by defaultto work around issues with NVAPI, but may cause issues in some games.Supported values: True, Falsedxgi.nvapiHack = TrueOverride maximum amount of device memory and shared system memoryreported to the application. This may fix texture streaming issuesin games that do not support cards with large amounts of VRAM.Supported values: Any number in Megabytes.dxgi.maxDeviceMemory = 23488dxgi.maxSharedMemory = 8196Override 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 = 0Overrides synchronization interval (Vsync) for presentation.Setting this to 0 disables vertical synchronization entirely.A positive value 'n' will enable Vsync and repeat the sameimage n times, and a negative value will have no effect.Supported values: Any non-negative numberdxgi.syncInterval = -1d3d9.presentInterval = -1Performs range check on dynamically indexed constant buffers in shaders.This may be needed to work around a certain type of game bug, but mayalso introduce incorrect behaviour.Supported values: True, Falsed3d11.constantBufferRangeCheck = FalseAssume single-use mode for command lists created on deferred contexts.This may need to be disabled for some applications to avoid renderingissues, which may come at a significant performance cost.Supported values: True, Falsed3d11.dcSingleUseMode = TrueOverride the maximum feature level that a D3D11 device can be createdwith. Setting this to a higher value may allow some applications to runthat would otherwise fail to create a D3D11 device.Supported values: 9_1, 9_2, 9_3, 10_0, 10_1, 11_0, 11_1d3d11.maxFeatureLevel = 11_1Overrides the maximum allowed tessellation factor. This can be used toimprove performance in titles which overuse tessellation.Supported values: Any number between 8 and 64d3d11.maxTessFactor = 0Enables relaxed pipeline barriers around UAV writes.This may improve performance in some games, but may also introducerendering issues. Please don't report bugs with the option enabled.Supported values: True, Falsed3d11.relaxedBarriers = TrueOverrides anisotropic filtering for all samplers. Set this to a positivevalue to enable AF for all samplers in the game, or to 0 in order todisable AF entirely. Negative values will have no effect.Supported values: Any number between 0 and 16d3d11.samplerAnisotropy = -1d3d9.samplerAnisotropy = -1Declares vertex positions as invariant in order to solvepotential Z-fighting issues at a small performance cost.Supported values: True, Falsed3d11.invariantPosition = Falsed3d9.invariantPosition = FalseReplaces NaN outputs from fragment shaders with zeroes for floatingpoint render target. Used in some games to prevent artifacting.Supported values: True, Falsed3d11.enableRtOutputNanFixup = FalseClears workgroup memory in compute shaders to zero. Some games don't dothis and rely on undefined behaviour. Enabling may reduce performance.Supported values: True, Falsed3d11.zeroWorkgroupMemory = FalseSets number of pipeline compiler threads.Supported values:- 0 to automatically determine the number of threads to use- any positive number to enforce the thread countdxvk.numCompilerThreads = 0Toggles raw SSBO usage.Uses storage buffers to implement raw and structured bufferviews. Enabled by default on hardware which has a storagebuffer offset alignment requirement of 4 Bytes (e.g. AMD).Enabling this may improve performance, but is not safe onhardware with higher alignment requirements.Supported values:- Auto: Don't change the default- True, False: Always enable / disabledxvk.useRawSsbo = TrueToggles early discard.Uses subgroup operations to determine whether it is safe todiscard fragments before the end of a fragment shader. Thisis enabled by default on all drivers except RADV and Nvidia.Enabling this may improve or degrade performance dependingon the game and hardware, or cause other issues.Supported values:- Auto: Don't change the default- True, False: Always enable / disabledxvk.useEarlyDiscard = TrueSets enabled HUD elementsBehaves like the DXVK_HUD environment variable if theenvironment variable is not set, otherwise it will beignored. The syntax is identical.dxvk.hud =Reported shader modelThe shader model to state that we support in the devicecapabilities that the applicatation queries.Supported values:- 1: Shader Model 1- 2: Shader Model 2- 3: Shader Model 3d3d9.shaderModel = 3Evict Managed on UnlockDecides whether we should evict managed resources fromsystem memory when they are unlocked entirely.Supported values:- True, False: Always enable / disabled3d9.evictManagedOnUnlock = trueDPI AwarenessDecides whether we should call SetProcessDPIAware on devicecreation. Helps avoid upscaling blur in modern Windows onHi-DPI screens/devices.Supported values:- True, False: Always enable / disabled3d9.dpiAware = TrueStrict Constant CopiesDecides whether we should always copy defined constants tothe UBO when relative addresssing is used, or only when therelative addressing starts a defined constant.Supported values:- True, False: Always enable / disabled3d9.strictConstantCopies = FalseStrict PowDecides whether we have an opSelect for handling pow(0,0) = 0otherwise it becomes undefined.Supported values:- True, False: Always enable / disabled3d9.strictPow = TrueLenient ClearDecides whether or not we fastpath clear anyway if we are close enough toclearing a full render target.Supported values:- True, False: Always enable / disabled3d9.lenientClear = FalseMax available memoryChanges the max initial value used in tracking and GetAvailableTextureMemValue in MegabytesSupported values:- Any int32_td3d9.maxAvailableMemory = 22788Force enable/disable floating point quirk emulationForce toggle anything * 0 emulationTristateSupported values:- True/Falsed3d9.floatEmulation =Enable dialog box modeChanges the default state of dialog box mode.Disables exclusive fullscreen when enabled.Supported values:- True, False: Always enable / disabled3d9.enableDialogMode = FalseOverrides the application's MSAA level on the swapchainSupported values: -1 (application) and 0 to 16 (user override)d3d9.forceSwapchainMSAA = -1my pc: |
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. |
i found solution. to use dxvk memory patch u must set d3d9.evictManagedOnUnlock = True and ReduceSystemMemoryUsage=false in enblocal.ini |
i found solution. to use dxvk memory patch u must set d3d9.evictManagedOnUnlock = True and ReduceSystemMemoryUsage=false in enblocal.ini |
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
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