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The light radius started again for me after the most recent hotfix. I'm thinking it was something on their end, because I didn't change anything. Odd...
I'm trying ge-staging3.6 with DXVK to run the game in DirectX11 mode.

This makes the game stutter a lot, in a way it didn't do it DirectX9 mode. This makes me able to see light radius in dungeons, so I don't know if it's a good tradeoff.

To minimize stuttering, I tried --noasync and it FEELS Like it helps just a tiny bit to put it into a playable state. I'm also using Dynamic Resolution, because this version seems slightly heavier on the graphics. I get 40 to 55 FPS on a GeForce 740m, but stuttering doesn't feel like it's a graphica

Launch Options used right now: -gc 2 (to make the game not break because of garbage collection) --nologo --noasync

I really wish I could go back to DirectX9
Hi,

I patched the pipecompiler of dxvk with a gross hack to use placeholder shaders while waiting for the async compilation to finish. This "solves" the stuttering caused by shader linking, with the downside of graphical glitches before the real shader kicks in. However, it seems to work fine for me and smooth gameplay is more important than seeing pretty lights immediately.

You can find the patch here https://github.com/jomihaka/dxvk-poe-hack.

Feel free to try if it works for you (on your own risk).
"
kebusetä wrote:
Hi,

I patched the pipecompiler of dxvk with a gross hack to use placeholder shaders while waiting for the async compilation to finish. This "solves" the stuttering caused by shader linking, with the downside of graphical glitches before the real shader kicks in. However, it seems to work fine for me and smooth gameplay is more important than seeing pretty lights immediately.

You can find the patch here https://github.com/jomihaka/dxvk-poe-hack.

Feel free to try if it works for you (on your own risk).


Dude it's so goooooood. Some flickering here and there but really if I have most of the shaders already generated it's really good for abysses or some new bosses I've never seen. It used to be 2 seconds lags, now it just flickers a bit and it's all good. I did only one map, but I'm already excited.
At first paths in the atlas didn't show, but now it's all good.
Thanks man. It's not dirty if it works :D

With this patch I get 90fps to 30fps in battles but it's smooth transition so it's not an issue.
Wine staging 3.8 with WIC Factory Patch
Dxvk d44cc76
Nvidia 396.24 (Geforce 780)
"
kebusetä wrote:
Hi,

I patched the pipecompiler of dxvk with a gross hack to use placeholder shaders while waiting for the async compilation to finish. This "solves" the stuttering caused by shader linking, with the downside of graphical glitches before the real shader kicks in. However, it seems to work fine for me and smooth gameplay is more important than seeing pretty lights immediately.

You can find the patch here https://github.com/jomihaka/dxvk-poe-hack.

Feel free to try if it works for you (on your own risk).


Any chance of us 'programmingly challenged' folks get in on the fun? I'm not sure I want to compile anything on my OpenSuse - looks dicey and I'm not used to doing it anyway. Is there a way to achieve something similar by changing some configs somewhere?
Thank you anyway, it seems to help other people!
"
kebusetä wrote:
Hi,

I patched the pipecompiler of dxvk with a gross hack to use placeholder shaders while waiting for the async compilation to finish. This "solves" the stuttering caused by shader linking, with the downside of graphical glitches before the real shader kicks in. However, it seems to work fine for me and smooth gameplay is more important than seeing pretty lights immediately.

You can find the patch here https://github.com/jomihaka/dxvk-poe-hack.

Feel free to try if it works for you (on your own risk).


If you could append the custom versions of the 32 and 64 bit DLLs to github or one of your pages, that would be extremely helpful.

Cheers!

EDIT: It Works!!!!!

I'm on Linux Mint, but this should work perfectly for Ubuntu 16.04+ as well. Download DXVK from the git repository and download the patch from him.

The full and tiring installation process:
Put the patch into the DXVK main folder and apply the patch via
"
patch -p1 < name_of_the_patchfile.patch


Then you'll have to install all the dependency hell for DXVK.

For Wine, just follow the instructions for wine-staging in their website (fairly simple and error-proof)

For meson, install pip via
"
sudo apt install python3-pip

then
"
sudo pip3 install meson

Also install ninja-build because it's necessary
"
sudo apt install ninja-build


The hardest part is MinGW-w64. DXVK requires GCC versions above 5.x and every linux distribution, except arch linux, has that specific version.
My workaround was to add the Ubuntu cosmic main repository by modifying the /etc/apt/sources.list file adding a line
"
deb http://ubuntu.cs.utah.edu/ubuntu/ cosmic main universe

That URL can be any other available Ubuntu mirror.

Then, do
"
sudo apt update

to update the package definitions, then
"
sudo apt install mingw-w64

It will install a bunch of packages regarding compilers and standard libraries.
Please remove the line from /etc/apt/sources.list afterwards not to damage the system with unintended upgrades.

The last step in setting up the compiler is putting the default compiler to be POSIX based, so it can support -lpthread (and not give a bunch of mutex errors). Use these one by one and set up to the respective POSIX alternative. In my case, I had to press "1" in each execution.
"
sudo update-alternatives --config x86_64-w64-mingw32-gcc
sudo update-alternatives --config x86_64-w64-mingw32-g++
sudo update-alternatives --config i686-w64-mingw32-gcc
sudo update-alternatives --config i686-w64-mingw32-g++


Lastly, you can execute
"
./package-release.sh master /your/target/directory --no-package

in DXVK's folder to compile it. /your/target/directory is any name to pick up the files later. For example, ~/DXVK-PoE-shaders is an option.

When it is done, and hopefully with zero errors, the files will be available to use as any DXVK file.

In my case, I set it up on Lutris.

Go to ~/.local/share/lutris/runtime/dxvk and create a folder. For example PoEdxvk. Put both generated x32 and x64 folders inside. On Lutris, go to your runner options and manually type in DXVK version the name of the folder you entered. Lastly, don't forget to set your environment variables on the System Options tab.

I'm playing with -gc 2 --nologo --noasync -swa and wine ge-3.6-x86_64
The result:
The game opens up and has a lot of light blue. Nothing has really being drawn. If I wait about a minute, all the textures load up and I can interact normally. When in battle, sometimes projectiles or special effects didn't load in time, but every transition was incredibly smooth and I never felt staggering.

I run the game with everything on low, except engine multithreading on (although no effects can be felt...) and dynamic resolution off.

And the light around my character is working! I'm pretty happy with the results.

Hooray!
Last edited by Dan1lo on Aug 28, 2018, 8:59:34 AM
"
kebusetä wrote:
Hi,

I patched the pipecompiler of dxvk with a gross hack to use placeholder shaders while waiting for the async compilation to finish. This "solves" the stuttering caused by shader linking, with the downside of graphical glitches before the real shader kicks in. However, it seems to work fine for me and smooth gameplay is more important than seeing pretty lights immediately.

You can find the patch here https://github.com/jomihaka/dxvk-poe-hack.

Feel free to try if it works for you (on your own risk).


Did a quick edit of the dxvk-git AUR PKGBUILD and it patched without a hitch. The effect is remarkably good for a steady framerate. Even on my relatively old GTX 760 the game's running at 40+ FPS with a medium clear speed build doing everything from incursions to abysses to breaches. Thanks for this!
same name in-game
"
ToriVega wrote:


Any chance of us 'programmingly challenged' folks get in on the fun? I'm not sure I want to compile anything on my OpenSuse - looks dicey and I'm not used to doing it anyway. Is there a way to achieve something similar by changing some configs somewhere?
Thank you anyway, it seems to help other people!


I put binaries now here https://github.com/jomihaka/dxvk-poe-hack/releases. Don't expect me to keep these binaries up to date with dxvk, though.

You need to set PoE to use directx11. Then (or before) you need to install the dxvk binaries with something like "WINEPREFIX=<your_poe_prefix> setup_dxvk64. To launch poe, you need to have environment variables
DXVK_USE_PIPECOMPILER=1
DXVK_USE_PLACEHOLDER_SHADERS=1
set.


To people asking about lutris: I don't know what that is or how is works, sorry.
"
kebusetä wrote:

I put binaries now here https://github.com/jomihaka/dxvk-poe-hack/releases. Don't expect me to keep these binaries up to date with dxvk, though.

You need to set PoE to use directx11. Then (or before) you need to install the dxvk binaries with something like "WINEPREFIX=<your_poe_prefix> setup_dxvk64. To launch poe, you need to have environment variables
DXVK_USE_PIPECOMPILER=1
DXVK_USE_PLACEHOLDER_SHADERS=1
set.


To people asking about lutris: I don't know what that is or how is works, sorry.


Thanks a lot, but I just bit the bullet and did compile it myself. Gameplay feels smoother now so - thanks again! =^__^=
Wine Version: 3.9 Staging
Windows Version: 7
Arch Version: 4.16.13-1-ARCH

Error: Failed to create WIC Factory

Log: https://media.dhs92.me/y1iuojwv.txt


EDIT: Log after installing DXVK-PoE-Hack https://media.dhs92.me/p9ujxc32.txt
Last edited by Dhs92 on Jun 8, 2018, 8:30:32 PM

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