Horizon: Zero Dawn

This is all thanks to Sony. Death Stranding still the better Decima game by miles ad infinitum. Although I have no evidence if KojimaProductions did the port or not… Still better than this shit. I mean I can run it shockingly fine on my 1080ti/7700k BUTTT its clear that its utter garbage and yes VERY much yes about the shader compilation – that’s going to piss me off everytime I want to try out a different driver or switch to the studio driver for my 3d stuff.

That happened on my pc too.
It can be fixed by setting “Borderless=true”. And the game will run in exclusive fullscreen without borders.

However, for me, the game would crash at startup if I set “RenderInBackground=true” or “Fullscreen=ture”. Both of them have to be false.

I had to disable RTSS to get things working reliably. RTSS was preventing the Steam overlay from working, and if the Steam overlay’s not working in a SteamInput game, gamepads don’t work.

The combination of Steam overlay + SK works fine though.

Use this build, it works better with the Steam overlay:

     SpecialK64.7z  (7.5 MB)

Hello good fellas, i had a issue, when i use the SK injector mi game crashes for no reason, Logs

https://drive.google.com/file/d/1tD3ngfnTuWIBfZSRs2g4xKfI1MEY367W/view?usp=sharing

The strange is that when i did it for the very first time it worked, could go into the game and play, sadly didn’t notice any improvement ( lost 5 fps ) when i exited the game and tried to do all over again the game started crashing and couldn’t make it work

tried with and without RTSS / MSI, with and without steamoverlay, with and without Reshade ( dxgi.dll, yeah, removed all related to reshade ) and clean install of SK and the ini file and still no dice

hope the logs can pinpoint the issue
Regards

Turn off the option to force fullscreen mode.

I’d also suggest setting OverrideRes= in the INI file to your desired resolution so that there’s less chance of ResizeBuffers (…) failing like that.

hey, thanks for the reply and your time
sadly still no luck

Pic of the ini
https://imgur.com/k5NkR5R

and new logs after testing the “ForceFullscreen=false”
https://drive.google.com/file/d/1GKqplgD-D4RA58_KWsREz6RuyYUbegrx/view?usp=sharing

again thanks for your time
regards

That’s arguably the least important part of the INI file.

If you’re going to .zip up logs, can I ask that you just throw the INI file in there along with them? Much easier that way :stuck_out_tongue:

Also, you can upload .zip files straight to the forum.

I’d suggest adding crashpad_handler to the blacklist in the Injection Config tab of SKIF. That’ll help make the logs easier to read.

will do later this day
also tried to use the upload button but it says “new members cant upload files” so i used Gdrive

will post the logs and try your suggestion in a few hours
thanks

@edit
here is the logs with the ini, did as you suggested , blacklisted the crashpad_handler
sorry for using gdrive still cannot use the attachment system
https://drive.google.com/file/d/1vyS87K8CirllgdnQC9soh51f1putwyPk/view?usp=sharing

I don’t see anything immediately wrong, though RTSS is definitely still running going by those logs. Moreover, it thinks the game is D3D10 :slight_smile: Perhaps your version of RTSS is from the bronze age?

well updated RTSS and disable it and it launched the game with SK, but i cant see any metrics to see difference and for the “feel” want to believe it runs a bit better but i think is placebo, any tool you recomend to see metrics ?

anyways, Thank you so much for the help and pointing me in the right direction
Kudos and regards

Well… if it’s metrics you want. CapFrameX? :slight_smile:

That’s effectively military strength performance analysis.

https://imgur.com/a/CVZww3Z

I did rudimentary testing using the in-game benchmark myself. The results were pretty much as expected, since the framerate limiter in SK outperforms all others in D3D11 – it does in D3D12 now too :stuck_out_tongue:

will try capframeX and post results later but as fasr as i played the game still runs “bad”

i think the main problem is the occlusion culling, when i reach a new grid in the map ( like fallout games cells to load ) and start to load and i try to move the camera left or right with the mouse the in game camera doesn’t move till the sides of the area are loaded or that’s my guess, after the area is loaded the game works normal and i can turn just fine the camera

well, that all, wont gonna steal anymore of your time, thank you for the big help!

For some reason it sometimes does not inject properly and I have to try again and again.

What logs do you need? (sadly I cannot upload since I am a “new user”) I already shut down RTSS but it did not change the behavior.

also for some reason the game minimizes itself on startup when using SKIF. Thats not a big deal but maybe thats related somehow.

The game performs a lot better at fullscreen, makes no sense for me and it is annoying. I cant inject SpecialK and make it work proper at fullscreen, it adds a border to the window.

Tip for nVidia Users: Force AF 16x in control panel, and delete the shader compilation cache. This will fix AF and will not have that weird textures behaviors in game.

rant that pre-shader compilation has all the makings of a lazy port. I know all games need to compile shaders on you machine, never seen one doing all at once like this (except CEMU, a emulator).

Try these settings:

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

[Window.System]
Borderless=true
Center=true
RenderInBackground=true
Fullscreen=true
OverrideRes=3840x2160

[Render.FrameRate]
TargetFPS=50.0
SleeplessRenderThread=true
SleeplessWindowThread=true
PreRenderLimit=3
BackBufferCount=2
PresentationInterval=-1

[SpecialK.System]
EnableCEGUI=false
ShowEULA=false

[Display.Output]
ForceWindowed=true

[Render.DXGI]
UseFlipDiscard=true
AllowTearingInDWM=true
SwapChainWait=10

Adjust your TargetFPS accordingly, as well as OverrideRes.

I have been using these in Borderless mode and the results are quite favorable.

4 Likes

made this changes and now instead of simply not injecting, the game crashes. I dont rly see why this happens. or why it worked yesterday and now it suddenly does not anymore :confused:

EDIT: turns out “Vulkan=true” makes it not crash anymore but still not inject.

https://drive.google.com/file/d/14XhjofACXfekVWYDm5hV3TPwnMfay8_o/view?usp=sharing

EDIT2: i just noticed i could scroll in the settings you recommended :man_facepalming:. making all of these changes seems to work, but it crashes everytime I tab out of the game :frowning:

:astonished: That really fixed fluctuations I had been trying to get rid of. I have been only running in fullscreen mode since that’s the mode people say this game run best at.

Now in borderless, game frametime is like straight flat line during HZD benchmark.

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The games own framerate limiter and resulting frame pacing seem to work best with full-screen, SpecialK or Rivatuner likely works better overall and you get additional advantages in borderless mode together with what SpecialK can utilize through DXGI at least even if D3D12 doesn’t have too many expanded options yet if that’s even possible under this API. (Or Vulkan at some point?)

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Yeah, I know frame pacing black magic :wink:

If this were a D3D11 game, I would have a few additional tweaks to make that graph even flatter.

I think the waitable swapchain (SwapChainWait=… in the INI file) alone is adequate. Additional improvements would just be showing off – this level of frame pacing is already indistinguishable form perfect :stuck_out_tongue:

Thx! Works like intended :slight_smile: