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Crysis 2 (even with custom workaround) runs up to game menu fails loading new game.. #52
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Using up to 26ef59d |
Have you tried the force feature level environment variable. |
Works fine for me with a build from today |
oh sorry for not updating.. |
@oscarbg , thank you very much for the update. As you have native windows, how does the performance compare between native and dxvk ? Is you gtx970 fully loaded at your resolution ? At 1920x1080 my gtx 970 is usually only loaded 60%, so there is still room for improvement :) |
this is interesting a Crysis 2 update added D3D11 support and have this installed but even then fails about missing d3d10core.dll, etc.. (of course runs without DXVK on native Windows)
For working with DXVK have to copy d3d11_vk.dll to d3d11.dll,d3d10.dll and d3d10core.dll
even then fails with CryRenderD3D11.dll needing D3D10CreateBlob from d3d10.dll..
with a Hex editor I modified CryrenderD3D11.dll to depend on D3DCreateBlob from D3DCompiler_47.dll but due to not modify file size in hex editor had to copy D3DCompiler_47.dll for example as d3d13.dll and in hex editor say depend on d3dcreateblob from d3d13.dll..
note that, even with that modifications, game works (without DXVK), so I patched correctly to remove depedency on d3d10..
with that game launches ok up to menu but loading a new game fails..
even I see:
err: DxgiAdapter::CheckInterfaceSupport: No D3D10 support
anyway apart from tesselation shaders needed seems to make a lot of calls to:
err: D3D11DeviceContext::CopySubresourceRegion: Buffers not supported
System information
Log files
Crysis2_d3d11.log
Crysis2_dxgi.log
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