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Guild wars 2 DX11 mode doesn't work with DXVK #2324
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I was successfully running both dx9 and dx11 gw2 with dxvk.. Btw ive found out that as for now, dx9 dxvk version runs the best (out of dx9, dx11, and dx11vk), dx11vk one gives me around 10 less fps and Abit more stuttering, i hope that anet will improve dx11 in the future and it will run better xD |
The game is known to work with DXVK, it probably loads dxgi.dll from system32 or you just forgot to copy it or something. |
Is there any way to prevent it from loading dxgi.dll from system32? |
Delete the dxvk version of the d3d9 file from the bin64 folder in order to use dxvk with d3d11 and dxgi in the games main folder. |
That's just wrong. If the game decides to use D3D9, it will just use your normal d3d9 driver (because you deleted DXVK after all). If it decides to use D3D11, deleting d3d9.dll has absolutely no effect. |
@Squall-Leonhart How did you get this to work? I'm getting this same problem as OP and I've tried deleting all dxgi/d3d9/d3d11 files from both the root folder and /bin64/, starting from scratch with dxvk today. Using the resource monitor, it always seems to be associated with d3d9 and dxgi from /System32/, even when the game is set to use DX11, and I've put dxvk's d3d11 & dxgi dll's into GW2's root directory. If I put dxvk's d3d9 into /bin64/ it will use that and vulkan will load, but I'll be on d3d9->vk 😩 I really want to use d3d11->vk because dx11 performace has really come a long way in GW2 and I'm hoping that will translate into vulkan and push it even higher. |
dxvk's d3d11 and dxgi go into the same folder as gw2-64.exe, nothing goes into bin64. |
Yeah I am doing that, I just tested out the dx9 version of vk in order to verify that at least that would work. It does, but dx11 doesn't. Interestingly if I install the dx11 version of reshade, that works, and resouce monitor says it's using the dxgi in the gw2 root folder. Trying dxgi from dxvk just causes the same crash as shown by OP: I wondered if it was something on my PC, I uninstalled a couple of overlay programs that were showing up, and also deleted everything in the GW2 folder. But no luck. Could it be that my GW2 is not installed in /Program Files/? |
you need both the dxgi and the d3d11 file. |
it could be due to being blocked on the file properties. |
It just doesn’t work as said it should it errors out I’ve tried everything also and nothing works but my performance is amazing with dx11 now Sent from my iPhoneOn Aug 29, 2022, at 6:30 PM, Squall Leonhart ***@***.***> wrote:
it could be due to being blocked on the file properties.
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: ***@***.***>
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Thanks for that. Lots of info there. I'm not in a position to create a launcher, (GW2 has one anyway, so not sure if that would work), but I did try some of the DLL redirect stuff out. No beans. The fact that GW2 will load Reshade's dxgi suggests it's capable of loading custom dll's. I'm wondering if it's specifically the d3d11 that it won't load or doesn't like for some reason. @Squall-Leonhart are you able to get yours to load on the latest GW2 and dxvk? Just want to make sure they haven't introduced a hard-coded path to d3d11 in a later version of GW2. |
Manually patching the Gw2-64.exe file to load d3d11.dll works but it's not optimal in case of updates. |
Any chance you could provide that modded DLL? I'm running into the same issues as described above on every device I test with. |
I put 64-bit versions of There's no 3D accelerator error, GW2 starts in D3D11 mode (DX9 legacy unchecked in-game), it runs through DXVK for me (DXVK logs and Steam remote-play overlay) on Windows 10 and I don't have to modify the exe or use an injector. If you get the 3D accelerator error, GW2 gets switched to DX9 until you disable it manually from settings. DXVK also works fine with DX9 mode. Edit: This was fine in 2022 but in 2024 I needed different locations: #2324 (comment) |
This issue is still occurring for me, and the SelectRenderer workaround doesn't seem to fix it anymore. Specifically, DX11 will fail to initialize the 3D renderer, and will fall back to the DX9 renderer, which works. |
CoherentUI will be replaced in the game sometime here in Q1. Might make things easier then. |
@SourceRyan On Linux or on Windows? Can you post a fresh set of DXVK logs? |
This is on Windows. Here are the logs: |
If it's on Windows, there's probably nothing we can do about it. |
under windows 10 you need to mess with knowndll's a bit to get dxvk loaded by guildwars 2. |
Any links, suggestions, or tips on how to go about doing that? I tried searching but I haven't seen much discussion of working with KnownDLLs in regards to DXVK or Guild Wars 2 |
DXVK works fine for me with GW2 today on Windows 10 21H2:
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For what it's worth, all of the devices I have access to and have tested on have been either Nvidia or Intel integrated graphics. I'll have an AMD device available in a few weeks and can see if that makes any difference. |
The newest update makes the game use CEF (Chromium Embedded Framework) instead of CoherentUI by default so this might work better now if it is of interest. Edit: nvm they reverted it again |
So this was fun to figure out :p
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Tried this, still errors out. Oddly I noticed it gets stuck on "Initializing" while the splash screen is loading before login but the results are still the same after trying to hit play. "Unable to Initialize 3D Output...." |
Are you on Nvidia by any chance? For AMD GPUs all that is necessary to get DXVK working is putting One interesting thing that I see when looking inside bin64/cef is that there's bundled vulkan .dll files included by default, so I wonder if on AMD GPUs when using DXVK Chromium is natively rendering using Vulkan. That would be wild if so. FWIW, I have been putting together a small guide for people to use to get DXVK working: |
Tried Running Guild wars 2 in DX11 mode with newest DXVK on Nvidia Drivers 510.10 and newest game ready drivers on windows 10 and windows 11 RTM and windows 11 insider
same result everytime also added log if you need more info let me know how
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