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Marvel's Guardians of the Galaxy (1088850) - NVIDIA issues - DLSS #1216
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I'm having a hard time following the rest of your report (why exactly are we messing around with the Proton launch script?), not entirely sure what you're trying to tell us there. As for the memory error, we're aware that linear memory allocations are currently broken and it is planned to rewrite this at some point, but I don't know why it would outright fail on your system. It really shouldn't, and it doesn't on my system. |
Sorry, i forgot to mention i already tried that, and the image is distorted (black flickering triangles even tho the menus work) as i mention here: #1169 (comment) The game started if i use VKD3D_CONFIG=force_raw_va_cbv with DXVK_ENABLE_NVAPI=1, but image was distorted and flickering (although menu could be used).
The reason for messing with the proton script is because if i do not do that, i have to use Sorry that i forgot to mention the earlier post in the closed thread, and that this hopefully explain the reasoning why
I do not know what would be broken on my system. Perhaps some distro differences? Kernel? System settings? (Not using any particular settings that i am aware of that would change default steam proton settings, but i might need some perhaps?) |
Short update on Guardians of the Galaxy on NVIDIA (Ampere, 530.41.03) with vkd3d-proton f52e648:
This is essentially still the same status as described above. |
The easiest work around for still having DLSS in this game is the following:
Note, this requires jp7677/dxvk-nvapi@a2235c8 @SveSop no need to hack the proton script ;) PS: Unfortunately the launcher is the same executable as the game itself, so we cannot create an application profile to implement this work around more elegantly. |
About the ray tracing features, those can be enabled and do work when using the NVIDIA 535 driver and Proton Experimental Bleeding Edge i.c.w. exposing VKD3D The RT features are available when spoofing AMD and also when exposing NVIDIA (needs |
@runar-work Can you test this game with VKD3D_CONFIG=force_raw_va_cbv and DXVK_ENABLE_NVAPI=1 on recent NV drivers? |
Tested with RTX 4070 and 545.29.6, and any attempts I made to skip AMD spoofing lead to massive vertex explosions, so seems there's still no way to get both DLSS and RT. |
Still does the same thing on 550.40.55, lot's of vertex explosions. |
I guess this game will never work with NVAPI and DLSS and RT combined? Sidenote, there's a slight FPS increase in this game with dev 550.40.75 with RT on. Which's good I guess, let's hope it stays that way. |
Adapter: NVIDIA RTX2070
Driver: 515.49.15
OS: Ubuntu 20.04
Proton version: GE-Proton-7.31
Run settings:
PROTON_LOG=1 PROTON_ENABLE_NVAPI=1 %command%
Enable DLSS + set options in the "launcher" window.
Steam log attached: steam_default.zip
Error:
err:d3d12_command_signature_init_state_template: Root parameter 26 is not a raw VA. Cannot implement command signature which updates root descriptor.
Possible cause: When using
PROTON_ENABLE_NVAPI=1
the optionDXVK_ENABLE_NVAPI=1
is automagically set by the proton script, and maybe vkd3d runs a slightly different codepath when not being fooled into AMD mode?Simple quick-fix to that:
Add this
below the lines that read
in the
proton
script. This lets you start GotG without usingDXVK_ENABLE_NVAPI=1
and it goes further. PS. You can no longer select DLSS in the launcher settings when doing that tho, but settings are saved from previous run.Steam log attached: steam_no-dxvk-nvapi.zip
Hmpf.. memory allocation error of sorts.
Reverted this PR #1147 , and yay.. a success!
Steam log attached: steam_OK.zip
Any chance this could be looked at?
steam_default.zip
steam_no-dxvk-nvapi.zip
steam_OK.zip
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