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JaneCV.9267

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Everything posted by JaneCV.9267

  1. Thanks for this! I'm on much newer hardware and kernel, and running the game through Lutris with those exact WINE and DXVK versions has me working again just in time for a guild event coming up. You're a lifesaver!
  2. Nope, I just downloaded the package in the OP and ran setup without doing anything else. Edit: Fixed it! Just copied the GW2-64.exe from my Lutris install over to ArmoredVehicle's setup and renamed it and now it works fine. Guess that exe file was just too old or something.
  3. I haven't played in a couple of weeks but now all of a sudden I can't get the launcher to launch anymore. I downloaded the latest version again and started over from scratch but no dice. I get as far as the little launcher updater starting, downloading the launcher, and then it closes and that's it. I tried using the Lutris script to install GW2 and that one works okay but I prefer using this version. Any ideas? Here's my debug output: esync: up and running. 002c:fixme:winediag:LdrInitializeThunk wine-staging 6.10 is a testing version containing experimental patches. 002c:fixme:winediag:LdrInitializeThunk Please mention your exact version when filing bug reports on winehq.org. 0034:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0034:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0064:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0064:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0070:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0070:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0098:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0098:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 002c:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 002c:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0024:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0024:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0110:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0110:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0118:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0118:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0118:fixme:heap:RtlSetHeapInformation 0000000000120000 0 000000000011FD30 4 stub 0118:fixme:heap:RtlSetHeapInformation 00000000013B0000 0 000000000011FD10 4 stub 0118:fixme:heap:RtlSetHeapInformation 00000000013B0000 1 0000000000000000 0 stub 0118:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION 0118:err:winediag:wined3d_dll_init Setting multithreaded command stream to 0. 0144:fixme:ver:GetCurrentPackageId (000000000331FE10 0000000000000000): stub 016c:fixme:msctf:ThreadMgr_ActivateEx Unimplemented flags 0x4 0180:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0180:fixme:font:get_name_record_codepage encoding 20 not handled, platform 1. 0180:fixme:heap:RtlSetHeapInformation 0000000000120000 0 000000000011FD60 4 stub 0180:fixme:heap:RtlSetHeapInformation 00000000013B0000 0 000000000011FD40 4 stub 0180:fixme:heap:RtlSetHeapInformation 00000000013B0000 1 0000000000000000 0 stub 0184:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 00000000020AFE10 0188:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 00000000021BFE10 0190:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 00000000023DFE10 018c:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 00000000022CFE10
  4. Oh, those Windows numbers I gave are plain DX11 on Windows vs. DX11 on your 2.3.2 setup, I removed d912pxy and all addons for the beta. My GPU usage does generally seem to be higher on Windows which I take to mean that the CPU bottleneck is more pronounced on Linux, which I suppose makes sense since WINE will naturally incur a performance penalty translating some calls. There's a lot more performance being left on the table just by the game's poor optimization than anything else though, which is why I'm sitting here with 50 FPS at 35% CPU (2/6 cores) and 45% GPU usage, haha.
  5. 2.3.2 works fine now, thanks! On my Ryzen 3600 / GTX 1060 6GB... I've been dual booting lately for GW2 because d912pxy was such a framerate boost it was worth the extra trouble. The two areas I try to benchmark when I'm messing around are a point in LA near the Trader's Forum WP overlooking the fountains and facing south, and the ledge at Shipwreck Point looking out over Verdant Brink. I use the "best appearance" preset, reflections on terrain & sky, with medium/medium for characters. Unfortunately, it's hard to get reliably consistent results because the framerate can change a lot depending on how many people are nearby and what retina-scorching cosmetics they have on, but generally on DX11 I'm looking at 50-60 FPS at my spot in LA, and 60-70 FPS at the VB ledge on Windows 10. Using ArmoredVehicle's 2.3.2 package and DX11 on Kubuntu 21.04 I'm getting around 45-55 in LA and 50-55 in VB. At least for me, WINE and DXVK still runs noticeably worse than natively on Windows 10, but this is a substantial improvement over the last time I really tried to compare a few months ago, where I was seeing 40 FPS or so on the VB ledge in WINE and 60-70 with d912pxy. How much of that is DX11 and how much of that is just ArmoredVehicle's hard work? I couldn't say.
  6. I'm having problems getting this working. The previous version works fine but the new one doesn't and debug.sh spits this out: Just doing a clean install of it, not trying to overwrite my old installation or anything. Went through the exact same steps again with a clean 2.3.1 install and it worked just fine.
  7. I thought things seemed more contrasty than usual lately. The Deepstone fractal boss fight is kind of awful, but I just got into fractals recently so I never saw what it was like before. Hopefully it's just temporary, I wonder if it's maybe a bug with a shader that's been modified as part of the upcoming DX11 upgrade or something.
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