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dxvk 0.31, all settings high with Motion blur effects disabled. Performance maintains on high 50's with a few rare dips in the mid 40's but I'm impressed how playable it is. GPU usage was at 100% and it was using about 5GB GPU ram.
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Congrats on getting good performance!
5GB VRAM sounds a lot for that resolution. But I suppose more VRAM can help performance here? I wonder if 4GB actually caps it in such case.
Wine-Vilkan is this: https://github.com/roderickc/wine-vulkan? checkout, compile, dxvk-releas with script install? Than I can test it. Is there a special scene or situation to test shmerl?
Thanks in advance
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The performance is so good now (and it'll only get better), that the only thing I have to be waiting now until I'll finally play this game, are some game bugs getting fixed.
Is there a lot of showstoppers to the game being truly playable now?
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Only one clear case with the rotfiends and some other monsters with rendering bugs. Invisible models are working since 3.3 but apparently that patch causes system freezing with some AMD card/driver combinations.
Performance is the biggest issue left at the moment.
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I'm asking about the freeze with regular Wine, not staging or dxvk.
Yes, that's what I meant you should use with dxvk (and you need to instsall Vulkan SDK in the prefix when using that), but the freeze test is not about it, but about regular Wine with wined3d and amdgpu+radeonsi. There are saves with rotfiends in these bugs:
https://bugs.winehq.org/show_bug.cgi?id=43872
https://bugs.freedesktop.org/show_bug.cgi?id=104193
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Freezes from patch for invisible monsters happen with wined3d and radeonsi, not with dxvk. dxvk currently doesn't implement stream output, so some monsters aren't rendered properly (polygons stick out all over the screen and etc.).
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Spoiler, click me