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Upstream: D3D8-related issues #45
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Any plan to merge the project itself to upstream? |
Maybe 🙂 |
May be a wrong place to ask, but why is the project building d3d9 - d3d11 DLLs in addition to d3d8 one? Is it just for reducing the need to customize build scripts or something else? |
If the |
I was curious and squash-merged d8vk with current dxvk master branch, minus scripts. Seems applied and work with 2.1 too. |
Glad to hear it works. It shouldn't break anything, I have intentionally barely touched d3d9 since it's always changing upstream anyway. |
Some feedback from my tests.
I have played through the first two levels maxed out @1080p 4x AA and it all seems fine. Cutscenes appear to limit the fps to 30, so maybe it is more of a perceived problem of d8vk/dxvk properly enabling vsync for the game? Edit: There are some situations where the game slows down a bit, but that appears to be an engine limitation and not something we are doing wrong, as I can also see it in WineD3D.
Not a problem with d8vk in Wine at least, where you can use alb+tab without issues. |
The following upstream issues may be relevant for us to investigate too:
Using d3d8to9:
Other:
See also: #44
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