I have half a mind to change that to report to the game that Debug Interfaces are unsupported, and get better performance But for now, this implements GetDebugInterface1 (…) to spec.
LOL!! I thought NVIDIA Aftermath was a matrix math library, not a crash reporter That’s hilarious.
Download SK_ACV.7z (7.5 MB), and extract it to your game’s directory (usually C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Assassin’s Creed Valhalla)
Configuration
The configuration that ships with this release is tuned for 60 FPS, if you want a different rate the only change you need to make to dxgi.ini is TargetFPS=…
Uninstall
Delete dxgi.dll and dxgi.ini from your game’s directory, no other changes are necessary.
Controller I suppose rather than limiter the way things are going, a few years with these one would expect behavior and control to improve in games not get stuck with the same issues over and over or get worse.
AC: Valhalla has the same stupid problem as FFXV and Watch Dogs: Legion. Any time input changes from mouse / keyboard to gamepad, the game hitches.
Who designs these stupid ports? I am getting really tired of this, it is common sense not to do any resource loading in response to user input. If they cannot even figure that out, there’s really no hope for these games ever performing reasonably.
OH so AMD will do good then with HDR in Valhalla then? I mean decent right?
Edit
So I found out why WDL memory shoots thru the roof now with SK. If I do local injection it causes the game to build up memory usage within five minutes of hitting my 32GB easy. But doing global this doesn’t happen at all.
Edit2:
So I updated Valhalla and then it installs game and installs redistributals and then it basically forces restart of my PC. I am guessing the redistributables either overwrote the ones I had or I didn’t have them period for some odd reason which I could’ve sworn I did and it basically installed them.
There’s a Visual C runtime in the game folder, I replace it with a dummy so it starts Shell Extension Viewer instead and thinks it’s installed rather than trying to forcibly overwrite the new VC++ 2019 redist with I think it was a 2017 variant?
It’s handled by this for that stuff, reboot required if something using VC++ is still running in the background though it’ll attempt to prompt for closing these if detected.
Steam you can just remove the common redist folder but Origin and Uplay gets funky if these aren’t allowed to install so I dummy them.
Or some other harmless .exe it can run and which can then be closed and the install routine is set as finished and successful.
EDIT: For some reason there’s also a bunch of autorun stuff (And the installer for UPlay itself.) like someone uploaded the Blu-DVD content entirely from the gold master to the online server depot.
(Well the retail gold master, annoying exe file padding and Ubisoft separating it for the Plus version too rather than keeping it through the Orbit/Uplay software client instead. )
That’s just an example since Ubisoft hasn’t actually returned to Steam yet curiously enough thought it would happen with the Uplay Plus subscription similar to EA and then a bit after UPlay became UbisoftConnect. (Which…made a few of it’s icons change color and little else over regular monthly feature updates and fixes? )
Usually there’s a “Support” folder where Ubisoft downloads the games to that contains these.
Curiously there’s just that one Visual C runtime for Assassin’s Creed Valhalla whereas Watch_Dogs Legion had a number of different runtimes.
At least it’s better than EA Origin doing a little bit of the download and then surprise runtime installation and then continuing with the download.
Here you have to start the actual game after finishing the download first and then that process begins.
EDIT: Really thought Ghost Recon Breakpoint (Bugpoint) and Division 2 would be on Steam by this point guess they’re pushing for their own service together with a “Oh and there’s EGS too.” as a extra which I suppose works out for them at least.
Also Valhalla has this odd dissonance now that some of the NPC’s are talking in various Nordic country native languages that I can somewhat understand so there’s input of altered deliveries of Swedish conversions or Norwegian probably some Icelandic mixed with English and sounding like spoken as if it was by a Nordic speaker heh.
Might improve once the game is progressing a bit further and getting over to the English shores though.
Maybe. Depends on the locals I guess.
Probably going to go a bit like this sailing over there in a longboat.
The way some of the new villains in this series have been they might as well go full ham all the time.
(Though they already did that in Assassin’s Creed Syndicate I suppose.)
EDIT: Well OK, all the villains so far really. Some work really well though.
In DXGI.ini there should just be one setting for controlling the FPS limiter and adjust that settings should be all that’s needed for configuring the framerate limiter.
That one has to be set to false I believe, SpecialK’s D3D12 support is not quite finalized so there’s a few changes that have to be set.
Trying to think if the games FPS limiter could also in any way conflict or take priority if that’s still enabled when SpecialK’s FPS limiter is set but I don’t believe it will but it should probably be disabled so there’s only one thing trying to limit the framerate.
EDIT: Kaldaien’s ini file settings were posted a bit further up.
EDIT: Which I now see has D3D11 API hook support set to true when that’s always been recommended to set false for DirectX 12 titles and what SpecialK currently supports for this API.
Wonder if that’s a oversight or not. Now I’m not entirely sure here.
Its working nicely... I disable d3d11. @Kaldaien thanks just tested benchmark, pretty nice considering the complains. At 1440p with my good ol980ti
Now to test ingame
I can’t make it work. I never installed Special K, the only thing i did was copy and paste the 2 files posted here inside valhalla folder (dxgi.dll and dxgi.ini).
Kaldaien just wondering but what settings do you recommend i should use with oled motion, just flip mode, and framerate limiter capped to refresh rate?
also regarding VSYNC rate in framerate limiter is the VSYNC rate taken from the primary monitor, or the monitor the game is open in?