Assassin's Creed Valhalla

Setting the desktop resolution changes the system-wide resolution, changing the in-game setting will stretch an image to fill the desktop. Usually there’s not a huge difference, but the game could be programmed to only recognize HDR when the input/output resolution is identical.

Use this and save yourself a lot of time:

dxgi.7z (differentk.fyi)

Just open the control panel and change the framerate limiter in-game. You won’t have to guess what impact it’s having on performance or be mislead by the inaccurate in-game framerate counter / imprecise RTSS graph.

The game was updated. :slight_smile:

EDIT: Where’s that changelog.

EDIT:
https://discussions.ubisoft.com/topic/84566/assassin-s-creed-valhalla-title-update-1-0-4?lang=en-US

EDIT: Well…that could have gone worse.
And better.

EDIT: There I mostly resolved the worst of it, kept the Odin Sight emote Ubi threw in too because why not.

Hmm fixing a memory leak and VRAM leak on alt-tab. Good.
Wonder if the game remembers your helmet selection yet. Minor annoyance though.

Is there a way to turn off the GUI in the latest version? For some reason, Valhalla stutters way more with overlays from SpecialK/ReShade/etc.

I’ve been looking into that. I know why the stuttering happens, but not how to fix it.

I had to break my overlay and let D3D12 render while parts of the overlay are still in use.

There’s something weird about the engine’s handling of high framerates that I haven’t figured out (perhaps related to the temporal reconstruction anti-aliasing).

ReShade and other overlays that handle resource barriers the correct way are going to cause performance degradation.

dxgi.7z (7.6 MB)
dxgi_noflicker.7z (7.6 MB)

The first version of SK won’t cause the degradation, but the overlay is going to flicker (if not outright disappear) if framerate goes above refresh rate. All the more reason to use SK’s framerate limiter and set it as strictly as possible (99% CPU in Advanced settings, and Latency Waitable in SwapChain settings)

hey download is extremely slow, is it just me?
hhhm the version above causes issues with HDR. Is this expected? @Kaldaien

Probably…

Use that version instead :slight_smile: I fixed a lot of stuff in addition to that milestone Control D3D12 HDR support.

1 Like

That one still flickers for me. I tried the dxgi_noflicker version but that runs much slower (as in, 40ish FPS instead of 60, with the GPU usage also much lower than normal).

Edit: Nevermind, the flickering lighting and stuff was being caused by running NVCP sharpening.

The new SK version works well like the previous version you posted with the flickering, though I didn’t get any flickering then (and not sure whether that means GUI flickering or actual rasterized/rendered graphical flickering.

Why did Resetera ban you? :frowning:

Also, the new patch crashes the game with your special k files now. (I haven’t updated to your latest files yet) but was curious if u knew why? Removing your files and the crashing goes away

I said something insensitive about cows, apparently. I kid you not. There was a discussion about milk alternatives. Who the hell knows what’s up with ResetEra, weirdest forum I’ve ever see.


Use this version, it’s been verified to work together with ReShade, Ansel, RTSS, the Steam Overlay and Discord:

dxgi.7z (7.6 MB)

I believe I am approaching near release-quality D3D12 support, but it may be another week or so of nightly updates before things settle down.

2 Likes

Nice to see it getting closer to release after what sounds like a lot of weird problems with the D3D12 support due to third party software and a lot of other functionality.

Seems like it’s getting pretty good but yeah there’s probably other stuff and who knows what might come up once it’s released.

Thankfully there aren’t many D3D12 games in the wild even now 5 years into its release, lol. I think the slow trickle is about to flood wide open with the new console generation, however. So it was definitely time to act on this.

If I let it go any longer, I’d be flooded with problems later. I definitely don’t have the option of cheating and using D3D11On12 (or, lol, D3D9On12) like some of these other overlays, since SK is way more than an overlay. Gotta build this stuff natively or none of the really unique things SK does will apply outside of D3D11, lol.

That works, thanks mate.

Yeah it was fairly surprising to hear that a lot of software still relied on the D3D11on12 and it’s variants. (Think there’s one for Win7 support too but yeah that’s unlikely to see support from SpecialK hah. :stuck_out_tongue: )

Would imagine Steam, Uplay and others will eventually have to update but it could drag a while yet for these overlays and other software that could potentially conflict.

Interesting although appreciated even if the game has a few bugs that it appears Valhalla after some earlier Anvil Engine Next (2.0?) issues focused on a pure D3D12 implementation without D3D11 at all.

Sounds like Far Cry 6 and AMD’s co-operative with the developers are aiming for the same and implemented a bunch of additional D3D12 functionality though the code could also see a lot of AMD’s AGS extensions and RDNA(2) specific optimizations but hopefully nothing that would directly conflict with anything.

Not sure what Cyberpunk will do thinking it’s been in development long enough (Really long.) that it’s likely to be D3D11/D3D12 and then there’s the next-gen version and updates for 2021 but how much of that applies to the PC port well maybe not too much other than the game possibly needing a few patches or so.

Shouldn’t be too rough at least or well compared to Ubisoft and these recent games at least ha ha.

Core seems to work well enough though, game bugs and glitches are annoying but resolvable.
(Should set a reminder to keep $60 around for Nioh2 incentive but maybe Nier is a better pick for seeing what SpecialK can do even as specific game fixes are less of a thing. :smiley: )

And whatever Ubisoft will do here, Legion is fairly playable, Valhalla works OK enough with some bugs and in a few months for D3D12 in general there will be DirectX 12.2 and it’s … going to take even more years before that’s a major thing at all but maybe the X Series console hardware will push it to see some usage at least. Ha ha.

EDIT: Plus the continued wondrous state of PC HDR support and that entire thing, Microsoft, AMD and NVIDIA even direct developer support there’s still all sorts of snags and issues even as backwards compatibility concerns and legacy support and coding practices or older API’s dwindle a little bit.

https://www.pcgamingwiki.com/wiki/List_of_DirectX_12_games

lol, I feel like this game’s just checking random boxes…

Away: Journey to the Unexpected - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game

D3D12 is Shader Model 5.1

Yeah, some of PCGW’s data – especially concerning Unity – is not reliable due to bad editing practices. Unity has a few command-line arguments that allows users to force the use of a specific render API, and some editors simply launched the game once with one of those arguments and then wrote it as “supported” and called it a day.

It’s why a ton of Unity games lists Dx7 as supported for some weird reason – they used to have a really old fallback renderer that could be forced and since the game launched while using it, the editor assumed (incorrectly) that the whole game supported it.

Unfortunately it does not work with AC Origins / Odyssey.
Game does not start or simply crashes during load.
Not having any overlay or DXVK installed.

1 Like

Compatibility comes and goes, almost wonders if it’s the UPlay client or related like the overlay possibly causing it but they now give a toggle for not being prompted all the time about enabling the overlay if the user choose to disable it. (So you know ask them constantly even though the user set the overlay to disabled, hah.)

Plus your post already mentions toggling it off.

Origins should be the more compatible one and Odyssey has been a bit hit & miss from one version to another.

Settings wise some of these like invoking DirectX Diagnostics or DXDiag, not sure if Kaldaien has attempted to resolve that but it’s from trying D3D9 first.

[API.Hook]
d3d8=false
d3d9=false
d3d9ex=false
d3d11=true
d3d12=false
ddraw=false
LastKnown=64
OpenGL=false
Vulkan=false

That’s how you do that in the config file. Last Known isn’t really important but the others other than the relevant API to disabled essentially.

Specifically you may have to disable hooks for D3D9 and D3D9X (Which otherwise enables D3D9 if you only set that one.) optionally D3D12 can also be set to false it’s not used by the two prior games. :slight_smile:
(Similarly D3D11 can possibly be set to false for D3D12 games along with if needed due to DXDiag calls D3D9/9 EX)

Don’t think there’s too much other than that, HDR enhancements are now disabled by default and then there’s Steam but I don’t believe it would be a major problem unless it’s something with that overlay instead and having to disable Steam stuff in SpecialK (Silent=True which maybe should have it’s own section or naming denoting it from Silent=True for log functionality but eh it’s two separate categories too here.)

Other than that global injection versus local injection and what works best and if so you have D3D12.dll or D3D11.dll against DXGI.dll

Possibly DInput8.dll and then potential compatibility issues if there’s other hooks like XInput wrapping.
Playstation gamepads primarily, think you can technically use Steam and it’s options or Big Picture Mode for much of that now over other third party software including adding non-Steam games to Steam for this.

I tend to favor local injection and a per-game approach for using SpecialK so it’s usually DXGI.dll with ReShade once SpecialK has been verified to work getting D3D11 or D3D12 .dll alternatively trying the proxy functionality against ReShade.dll

Third party software wise there’s Riva Tuner and a whole bunch of others I think part of it’s compatible but for D3D12 it can be a bit iffier if RTSS is possibly not configured to turn off going via D3D11onD3D12 first for the profile or the global configuration file here from what I understand of this.
(Might be more on some of the other functionality and features SpecialK D3D12 would be capable of though without that compatibility path.)

Anything else I’m missing think that’s about all short of checking perhaps modules.log or the crash log and such SpecialK has for further info.

Hopefully it’s just DXDiag being the problem here. :slight_smile:

1 Like

How do u enable Reshade with this standalone??

Try renaming the Resahde DLL to d3d12.dll

1 Like