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Just a question: how to deal with class linkage #4433

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salacryl opened this issue Nov 7, 2024 · 7 comments
Open

Just a question: how to deal with class linkage #4433

salacryl opened this issue Nov 7, 2024 · 7 comments

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@salacryl
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salacryl commented Nov 7, 2024

Hi guys,

I noticed huge FPS drops on DCS with DXVK. The same map on windows gives me 60 FPS, whereas under Linux / dxvk 9 FPS. With 100% GPU usage. The log is flooded with class linkage isn't supported, so my guess is that those shaders cause the FPS. Is there any way to get around that? Since dxvk doesn't support class linkage?

Software information

DCS World (latest release)

System information

  • GPU: NVIDIA AD104 [GeForce RTX 4070 SUPER]
  • Driver: nvidia v: 565.57.01
  • Wine version: Proton-Experimental
  • DXVK version: 2.4.1

Apitrace file(s)

Apitrace didn'work. No trace file was produced

Log files

DCS_dxgi.log
DCS_d3d11.log
steam-14891446377488842752.log

@doitsujin
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Owner

What is DCS?

I'm not aware of any game requiring this feature, and if this one did then it would most likely not work at all. Some games pass an empty class linkage thing around which explains the error messages, but probably unrelated to your issue.

@salacryl
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salacryl commented Nov 7, 2024

Digital Combat Simulator.

@Blisto91
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Blisto91 commented Nov 8, 2024

Which map do you have issues with

Edit: also share the settings you use

@salacryl
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salacryl commented Nov 8, 2024

Though the inferno (Caucasus , Marianas, Sinai to be specific).
Settings:
["graphics"] = {
["AA"] = "OFF",
["BlurFlatShadows"] = 0,
["ColorGradingLUT"] = 0,
["DLSS_PerfQuality"] = 3,
["DOF"] = 0,
["LODmult"] = 1,
["LensEffects"] = 0,
["MSAA"] = 1,
["SSAO"] = 0,
["SSLR"] = 0,
["SSS"] = 0,
["Scaling"] = 0.66,
["ScreenshotExt"] = "jpg",
["Sharpening"] = 0.6,
["Upscaling"] = "OFF",
["anisotropy"] = 1,
["aspect"] = 2.3888888888889,
["box_mouse_cursor"] = false,
["canopyReflections"] = 1,
["chimneySmokeDensity"] = 0,
["civTraffic"] = "low",
["clouds"] = 0,
["clutterMaxDistance"] = 750,
["cockpitGI"] = 0,
["defaultFOV"] = 78,
["effects"] = 3,
["flatTerrainShadows"] = 1,
["forestDetailsFactor"] = 1,
["forestDistanceFactor"] = 0.5,
["fullScreen"] = false,
["heatBlr"] = 0,
["height"] = 1440,
["lights"] = 2,
["maxFPS"] = 180,
["messagesFontScale"] = 1,
["motionBlur"] = 0,
["motionBlurAmount"] = 1,
["multiMonitorSetup"] = "1camera",
["outputGamma"] = 2.2,
["preloadRadius"] = 100000,
["rainDroplets"] = 0,
["scaleGui"] = 1,
["sceneryDetailsFactor"] = 1,
["secondaryShadows"] = 0,
["shadowTree"] = false,
["shadows"] = 3,
["sync"] = false,
["terrainTextures"] = "min",
["textures"] = 1,
["useDeferredShading"] = 1,
["visibRange"] = "Medium",
["water"] = 1,
["width"] = 3440,

@salacryl
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Is there a way to get data to see why it takes so much GPU (100% on linux and 66% on windows)?
Can I somehow debug things?

@K0bin
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K0bin commented Nov 18, 2024

Unless you're using an FPS limiter or VSync, 100% GPU - utilization is the best case scenario.

@salacryl
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Unless your frame generation takes up to 170ms

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