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blppt.6042

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Everything posted by blppt.6042

  1. Yeah, Mag tends to only be active on EBG, and there's usually a queue to get on that map during prime time. Plus, there are times when we own ALL of EBG and still EBG is packed with people AFK'ing in the castle. A lower tier server is actually probably better.
  2. I'm on mag, and that is really incredibly sad that somebody would feel the need to threaten somebody else with spawncamping because they are about to lose their keep. I mean, did they really think that was going to stop you?
  3. Well, that certainly isnt a universal; I'm Mag, and I quite frankly, am mediocre at best, and i've been here for years.
  4. Well, yeah, I knew that already---i never had d3d9.dll in either the root nor the bin64 directory when trying the d3d11 version. It just doesn't work for my 3090.
  5. If you guys don't mind me asking---how did you get your nvidia setups to work with dxvk + dx11? I can't even get to the character select screen on my nvidia box with dx11 enabled. dx9 works fine with dxvk, though the performance is not as good as dx11+dxvk.
  6. If the game fails launching with DX11 enabled, it will automatically switch back to DX9, I believe. Are you trying to use dxvk with a nvidia card? It won't work with that with this game. Only been able to get it to work with AMD.
  7. "lastly how is the performance lately . Is dx11 more stable now ?" Its noticably better than dx9, even on AMD cards, but as expected, Nvidia seemingly gets a bigger boost from moving to DX11 than AMD. Nvidia's DX11 driver has always been better than AMDs, supposedly because of the way AMDs hardware works. That's the main reason, FWIR that they spent money developing mantle (which became Vulkan). I still occasionally notice some odd rendering under DX11, like the gate at ogrewatch on EBG looking multicolored at times, but its pretty stable overall in the sense that it doesn't crash for me, even with large zerg battles.
  8. I don't run arcdps, so I couldn't tell you if it works or not. Honestly, my reflexes are so bad that any information ArcDPS gives to me is practically useless due to my poor fighting skills to begin with, lol.
  9. Bear in mind that DXVK has to build a shader cache before the stutter disappears. Its a one-time thing. I'm using a 5950X and 6900XT, so the shader compiling probably takes a shorter time for me (cpu dependent), but I've had no issues with stutter in WvW at all, even at 4k with shadows at medium in large zergs. I turned down the last two settings to "Medium", but i've always run it that way, DX9, DX11 or DX11+DXVK. There are additional settings you have to do in "Environment Values" in Windows that turns off DXVK logging, which supposedly helps. Not sure if you want to mess around with it. DXVK_HUD with a value of 0 and DXVK_LOG_LEVEL with a value of none. (located in system/advanced system settings/environment variables) add two values to the bottom box labeled as above)
  10. "So what we've really gotten until DX9 is phased out, BGFX is deprecated for native DX11, and the GW2 client is rewritten to actually make use of the new functionality is, quite simply, a big cop-out." I mean, running in dx11 mode and using dxvk runs better than just using dx9 mode and dxvk, so some progress has been made. It might have to do with dxvk being better at wrapping dx11 apis than dx9.
  11. Its pretty simple. Go to this site: https://github.com/Sporif/dxvk-async/releases Download the tar.gz at the top. Open it with 7zip, winrar, whatever. Go to the x64 folder, copy both d3d11 and dxgi dlls to your gw2 directory (not the bin64 directory as with d912pxy), then run. Make sure your client is in dx11 mode per the graphics setting menu. If not, click it and restart.
  12. I'm actually referring to using dxvk on windows, but yes, I have used it in Ubuntu too. Its funny to me that a *wrapper* designed for wine running on another OS is better than the native DX11 rebuild (at least on AMD cards)..
  13. Oh yes, BDO and draw distance. My God, that was horrendous. That's why I thought there was something wrong with my setup----people were saying "BEST GRAPHICS in an MMO EVER OMG" and i remember laughing at the pathetic draw distance. It absolutely kills the immersion.
  14. That is all true, but Vulkan runs on just about everything. And even more platforms than DX11.
  15. Just out of curiosity, did you try DX11 with dxvk and see any difference?
  16. Thanks for the link. I guess my issue is with this: "We chose to use DirectX11 instead of DirectX12 or Vulkan because we found that switching to BGFX’s DirectX11 implementation provided enough of a performance boost that the graphics backend was no longer ever a limiting factor for client performance." I have to wonder if their testing ever extended to WvW with normal sized zerg battles, because there is definitely a noticeable difference in framerates to me using the wrapper+DX11 than just using DX11. At least on AMD cards---which have never been as good as Nvidia at DX11 optimization (apparently due to their architecture, which is why Mantle (Vulkan) was originally developed).
  17. While I agree that the DX11 is noticably better than the DX9 mode (especially on Nvidia), I've found that using DX11 mode and the appropriate DXVK wrapper is even smoother than just DX11 on AMD cards (zergs in WvW). Which leads me to wonder why ANET didn't just re-code the engine for the more advanced and current Vulkan (which is supported in just about everything other than stupid Apple, which has MoltenVK as a workaround) in the first place? Maybe the code rewrite was started before Mantle/DX12/Vulkan became a thing? I'm not trying to sound ungrateful; I hugely applaud the effort and noticable gains from moving to DX11, but it just seems curious to me that in 2021 a major graphics API update wouldn't be Vulkan or DX12 (DX12 at least has the excuse of being Windows/Xbox-only). (BTW, I'm a greedy person running with eye candy on in WvW (no add-ons though), so maybe almost nobody besides me pushes DX11 to its limit).
  18. The problem is, that even after I move that client crash window off screen, there starts being some really annoying hitching in mobs /zergs in WvW. My guess is that the shader cache isn't caching the player models properly, has to keep loading them from scratch, and it never seems to improve with time, which most dx12/vulkan wrappers require. Are you using AMD or Nvidia? I'd use d912pxy, but it has a strange issue after a few days of usage where it kills overlays for other games and won't let Windows shutdown/reboot without a hard reset. I'd love to make dxvk usable on win 10.
  19. Just out of curiosity, are you using a Nvidia or AMD video card? In my experience, dxvk on windows for gw2 on my AMD card keeps giving the stupid "client crashed" error in WvW, although amusingly, it still runs.
  20. I mean, anything is an upgrade to DX9, but why not take the performance benefits of DX12 vs DX11 and recompile for that API instead? ESPECIALLY for AMD Radeon users---I realize Nvidia doesn't get a whole lot of bump from 11>12 due to their fantastically optimized DX11 driver, but AMD's cards favor DX12. They can always just offer a selectable DX9/DX12 mode like WoW (which even supports Mac Metal, lol), if they're that afraid of losing pre-win 10 customers. Heck, Win 11 is coming out in supposedly a few months. If this is really such a huge undertaking, why not go for the latest API, since its been out for 5-6 years now? Or, better yet, use Vulkan.
  21. Quick question...I havent been able to find the answer with a search, my apologies if its been asked already...is there anyway to get the DPI scaling working? My Ubuntu box is running on a 4k monitor, and the interface is wayyy too small without DPI scaling enabled. Tried it with both Steam Proton and the (otherwise excellent) packages in this thread. If not, is there a third party workaround? Thanks in advance.
  22. Hi guys, just wanted to say thank you to ArmoredVehicle.2849 for putting together this easy to install, and surprisingly great performing wine package. One thing that does bother me about performance in WvW vs Windows is that when framerates start dropping with decent sized zergs (unavoidable even in windows with the dated engine), it introduces hitches in this wine package version that make decent combat in such situations almost unplayable. Granted, the windows fps takes a nosedive too, but its a consistent low fps, which makes adapting to the lower framerate easier for combat. I've done the 1048576 edits and verified with the command line that this change has been applied, and overall I'm surprised at how well overall the game runs as it, just wondering if there is some setting edits I can make to boost a cache or something to mitigate this hitching problem? (note: it seems to have to do with the massive amount of custom skins people are sporting in any particular zerg vs zerg battles). I'm currently using a 4790k (at 4.4 all cores), 32GB DDR3-1600 and a Radeon V64 WC with ubuntu 19.04 stock amdgpu drivers, both gw2 and ubuntu it self run solely on SSDs. Graphics settings are the same as windows---max settings, native rendering, SMAA Low, NO shadows, medium character limit, no amb occlusion or light adaptation, vsync, 1080p, no motion blur---and the issue persists whether it is Windowed Fullscreen or Fullscreen. No extra mods installed. Pulseaudio IS running in the background at the moment, but I saw no real difference with editing the winesettings to bypass pulseaudio or not. Again, thanks to the author for all his/her hard work, just wondering if something can be tweaked for this minor annoyance, especially since I can swear in most other settings, this actually seems to run smoother than Win10/d912pxy.
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