Topic-Free Mega Thread - v 1.11.2020

Problem is getting this stuff to work reliably :-\

The same reason I’ve been avoiding actually playing games in D3D12 all these years is now front and center. Stuff just sporadically stops working and it never happens within easily reproducible timeframes :slight_smile:

On PCGAMER: Steam's quick support for the PS5 controller embodies what I love about PC gaming | PC Gamer
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Another preview update ahead of the December cumulative, odd to see a bunch of new features landing these are mostly about security fixes and then OS fixes.

All kinds of update, nice to see stuff like memory leakage fixed too and it then added a few things like shadow stack protection to Defender and some other things I’m going to have a hard time understanding. :stuck_out_tongue:

Since when is DX12 = Vulkan?

https://www.amd.com/en/support/kb/release-notes/rn-rad-win-20-11-2-vrt-beta

20.11.2 with the Khronos ray tracing support for Vulkan.

Adds these extensions over what 20.11.2 already had otherwise it’s mostly the same driver.

457.44 “VLK” also with the Khronos support for RT.

Other than being the VLK branch driver it’s on a older “core” than 457.30 but it now supports the finalized Vulkan ray tracing extensions.

Next main driver from NVIDIA should be out soon and for AMD they’d need 6900XT support so 20.12.1 shouldn’t be far off either for when those cards hit retail on December 8th.

Damm. Impressive update. Running 60fps mostly great framepacing. Clouds not pixelated anymore and you can actually set it to ultra.

Performance Improvements

Improved VRAM budgeting which should help prevent VRAM-related instability and improve general performance and reduce micro-stutters
Improved Clouds performance on high and ultra settings
Improved swap-chain buffering to allow for smoother frame-pacing
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Now if only they’d stop using SteamInput :frowning:

I hate games that use SteamInput. Steam breaks most input APIs in them.


The change to 3 backbuffers is a welcome one, but they did just increase input latency since they didn’t combine the additional backbuffer with latency waiting / frame dropping.

Well, there’s a GOG copy now as well. I imagine that one doesn’t use Steam Input.

That’s good, but I unfortunately don’t own that version :frowning:

I wonder if Valve will give me a refund so I can go buy the GOG version that doesn’t use their broken input API? :open_mouth:


Suppose it breaks something but isn’t there a way to access Steam Control Input Api and change it around a bit?

Or boot it out entirely though I can’t imagine wrapping it to XInput being that much better, maybe reasonable implementation defaults and following the guidelines is the main issue too I don’t have a controller so I can’t say much on the subject but that’s why some of the other Steam overrides and fixes in SpecialK came about I believe.

EDIT: Course that’s a bit of a fun balancing act that you avoid the input issues but you gain the wondrous issues of developers re-realizing and re-inventing what a mouse and keyboard is and how it’s implemented or sometimes emulated. :stuck_out_tongue:
(“Let’s bind two separate sensitivity values or how about binding mouse sensitivity to the framerate!”)

Probably a whole lot of interesting mess-ups in there though as far as it sounds like that doesn’t exactly go away from X or Direct input either though the controls might be smoother and less problematic once all the other issues are sorted out so that’s a thing.

Sigh well no real fix for it, developers just have to be better at not hitting some of these issues which after like a bit over a decade or so you’d think that should have improved over time but apparently not quite.
(“Just poll all the USB devices continually every frame you never know when something’s going to be plugged in.”)

Or whatever that was that causes these constant stutters as it hops from one input to another or keeps checking stuff.
Couldn’t Microsoft just put a max limit or something in the code too?
(Then again backwards compatibility and unknowns are why they don’t usually extensively rewrite older stuff but there’s this modular D3D design instead and such.)

EDIT: SCAPI and Valve might have an easier time about it, for them maybe unlike Microsoft it wouldn’t be Megahard to keep it all going and working and resolve these issues and well before legacy compatibility becomes an issue. :stuck_out_tongue:
(More seriously though I could have sworn the Steam client and it’s beta opt-in updates had a number of performance fixes for stuff like that so yeah they’re doing something at least.)

:heart_eyes:

Dont tease like that

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thanks, played a while and wroking fine even can record with shadowplay in HDR correctly

Seems there’s not going to be much stock for the 6800’s and 6800XT’s launching later today.
https://twitter.com/JayzTwoCents/status/1331460240156475392

EDIT: Let’s quote it just in case Twitter embedding decides to be a bit difficult.

EDIT: Hmm Crytek and Denuvo and a insight to costs.
https://www.reddit.com/r/pcgaming/comments/k0jdbg/heres_how_much_crytek_paid_for_denuvos/

Hmm extra fee for unique activation after certain numbers over a period of time.
Wonder if that explains the limited activation attempts given over a few days maybe not entirely.
(Not every user would activate the software on as many devices as possible after all.)

Looks like there’s a little bit of interest in the ReShade development community for making ReShade something that can be triggered by external software. Basically half of what custom ReShade for Special K does :slight_smile:

This could actually be big, because if that becomes an official feature, I wouldn’t have to deal with the chronically outdated custom version for Special K. Also, I could potentially hand off Special K’s HDR image processing to community developed shaders using ReShade instead of doing it all myself :stuck_out_tongue:

ReShade’s been a pretty useful case study for D3D12 support. Hopefully I can return the favor some way :slight_smile:

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Page 17 is missing. I wonder why only page 16 and 18 was included ? Page 17 would reasonably include Crysis 2 and Crysis 3 sections.

Non the less, this confirms what Denuvo mentioned a few years ago in an interview somewhere – they’ve providing Denuvo as an ongoing service nowadays that devs/pubs needs to continuously pay for or remove the protection to end the service.

And it seems that devs/pubs needs actual advance written notice to Denuvo regarding an extension of the protection, so devs/pubs needs to actually be on top of it.

That might be why we’re seeing more devs/pubs remove Denuvo after awhile.

I would assume it’s either a delayed cost for services rendered, or it’s a punishment cost due to the title selling more units than expected.


Edit: This was what I was thinking of:

Source: After a rough few years, anti-tamper specialist Denuvo says things are "back on | PC Games Insider

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Gave up on any hope of getting a new graphics card, CPU or console this year… I just blew my holiday funds on a bunch of Christmas lights, lol. Something festive at least, since I can’t get my hands on anything special to put under the tree :slight_smile:

You were surprisingly hopeful of getting a new GPU. I relegated myself to wait until next year for GPUs to get in stock a few weeks ago
:sob:

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There’s something really screwed up with the framepacing in Yakuza: Like a Dragon.

I’m starting to wonder … is it my destiny to invent a framerate limiter that uses machine learning to find the optimal settings for Japanese games? :slight_smile: