Batman™: Arkham Knight

Batman™: Arkham Knight

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Kaldaien 2015 年 9 月 7 日 下午 7:33
Batman "Fix" - DXGI Memory Manager (v 0.15 - 10/19/15)
Batman "Fix" - Introduction
Corrects separate known issues with Hybrid GPUs and Windows 10 SLI memory
  • These issues are all newly created with the interim patch, so this is sort of an interim interim patch

Source code and complete version history
{ Mainstream } - †More Accurate than MSI Afterburner
DXGI.DLL (v 0.15)[github.com]
  • Lots of OpenGL and achievement-related changes...
    • Please See Release Notes Here[github.com]
†NOTE:
RivaTuner Statistics Server v. 6.4.0 or newer is required for the overlay features to work. This ships with certain overclocking software such as MSI Afterburner, or can be downloaded as a standalone package from Guru3D here.[www.guru3d.com]

See here[github.com] for suggested RTSS settings.
DXGI.DLL (v 0.14)[github.com]
  • Adds LUID to GPU info
  • Detects Software/Hardware and Remote renderers (Windows 8+)
  • Removes GetDesc{1|2} (...) detour on systems that are not (Windows 10 AND SLI)
  • No longer updates the OSD while the render window is in the background / minimized
  • Corrects COM threading race conditions during initialization

  • Adds D3D9 and 32-bit support
DXGI.DLL (v 0.13)[github.com]
  • Adds PCIe link speed detection
  • Trims GPUs with no shared memory utilization from DXGI 1.4 non-local view
  • Condenses stats and uses smallest units available whenever possible
  • Can print temperature in F or C, see [DXGI.System] in dxgi.ini for more details
  • Multi-GPU systems now correctly match up NvAPI GPUID with DXGI Adapter ID
  • Updates OSD text after swapchain presentation to reduce odds of missing VSYNC deadline
    • Text is one frame late as a consequence, but framerates are more consistent.
  • Adds AMD GPU monitoring capabilities
    • Has only been tested on Windows 10
DXGI.DLL (v 0.12)[github.com]
  • Adds a clock (Ctrl + Shift + T)
  • Adds GPU slowdown information for NVIDIA GPUs
    • This can be enabled by changing PrintSlowdown to true in Monitor.GPU in dxgi.ini
  • Cleans up formatting of GPU info, framerate counter, memory stats and disk I/O
  • Adds Memory Info (Working Set, Committed, Virtual Address Space)
DXGI.DLL (v 0.11)[github.com]
  • Added compatibility fallbacks for games that try to use DXGI 1.2 on Windows 7 or DXGI 1.1 on Vista
  • Added GPU voltage and fan tachometer (NVIDIA GPUs) to GPU Info
  • Optimized OSD initialization procedure and added extra RTSS logging to dxgi.log
  • Cleaned up OSD formatting for DXGI memory info
DXGI.DLL (v 0.10)[github.com] DXGI.DLL (v 0.09)[github.com]
  • Adds GPU (NVIDIA), CPU, Disk and Pagefile Monitoring
    • GPU: Ctrl + Shift + G
    • CPU: Ctrl + Shift + C
    • Disk: Ctrl + Shift + D
    • Pagefile: Ctrl + Shift + P
  • Adds OSD toggle (Ctrl + Shift + O)
  • Adds Framerate Counter (Ctrl + Shift + F)
  • Adds the ability to re-scale the RTSS overlay text (for vector fonts)
    • Expand: Ctrl + Shift + +
    • Shrink: Ctrl + Shift + -
  • Improved compatibility with D3D10 games and, hopefully, ReShade.
  • INI file is now written at start-up if one does not already exist
    • This allows you to adjust InitDelay in games that are crashing because it is set too low (or possibly too high).
DXGI.DLL (v 0.08)[github.com]
  • Adds File I/O Performance Counters (ON by default)
    • Press Ctrl + Shift + I to toggle on/off
  • Adds SLI GPU Affinity Monitoring (OFF by default)
    • Press Ctrl + Shift + S to toggle on/off
      • Uses the following symbols (when memory monitoring is enabled):
        (1) @: GPU scheduled for the Current Frame
        (2) #: GPU scheduled for the Next Frame
        (3) !: GPU scheduled for the Previous Frame
    • Currently, this only produces meaningful results for AFR; SFR-based SLI is unsupported.
  • Adds persistent storage of user preferences in dxgi.ini
  • Stat overlay is now refreshed every frame, but certain data views are only periodically updated.
  • Initialization Delay can be adjusted in [DXGI.System] - InitDelay=...
    • Adjust this if the game crashes at launch and you are using 3rd party overlay software
  • Log I/O can be completely disabled using [DXGI.System] - Silent=True
  • Disk I/O Status Update Interval is user-configurable
    • See [Monitor.IO] - Interval (default: 0.25 seconds)
  • Memory Reserve is user-configurable
    • See [Manage.Memory] - ReservePercent (default: 85.0)
    • Set this lower if you find multi-tasking performance suffers; accepted values are 0.0 to 100.0
{ Testing } - DXGI 1.4 Memory Budgets (Windows 10.0)
DXGI.DLL (v 0.05)[github.com]
  • Added the ability to toggle the memory stat overlay on/off
    • Press Ctrl + Shift + M
  • Added over-budget information to the end of the stat overlay
  • Reduced memory polling interval from 666 ms to 66 ms
  • Corrected potential deadlocks when overlay software loads d3d11.dll during initialization
  • Added checks for NVIDIA Optimus and AMD PowerXpress
  • Fixed compatibility issues with The Witcher 3
DXGI.DLL (v 0.02)[github.com]
  • Added DXGI 1.4 Memory Budget Tracking
    • On supported systems (Windows 10), this will write memory budget statistics to dxgi_budget.log at application exit.
    • Adjusts memory budget at launch to reduce hitching in the batmobile.

  • These new changes work whether you have SLI or not, as will future releases.
{ Stable }
DXGI.DLL (v 0.01)[github.com]
  • Initial check-in
    1. Prevents the game form using Intel graphics hardware on laptops
    2. Reports proper memory limits in Windows 10 with SLI

  • Has known compatibility issues when used with multiple overlays (the first one to hook DXGI wins).
    • This will be addressed in a future release, for now only 1 overlay at a time is supported

See the GitHub Releases[github.com] section for more information.

Installation
Place this (DXGI.DLL) in SteamApps\common\Batman Arkham Knight\Binaries\Win64 and then run the game. For people affected by Intel + NVIDIA/AMD GPU problems (flickering screens, 0.0 MiB of VRAM reported, wrong GPU name in graphics settings menu, etc.), it should disable the Intel GPU altogether (for this game) and cause the game to go straight to the AMD or NVIDIA GPU.

For people with SLI systems and Windows 10, this will correct the misreported VRAM numbers that are causing massive headaches and unplayability on some systems (my 3-way GTX 980 system included).

Other Benefits

http://steamcommunity.com/sharedfiles/filedetails/?id=518122451
http://steamcommunity.com/sharedfiles/filedetails/?id=519862149

Troubleshooting
The DLL spits out a debug log in the form of dxgi.log. This file is very thorough and intended to help me figure out what's going on with the game and my DLL itself. This debug log is written synchronously, so it may have a slight performance impact at application start. If you find the DLL stable, you can opt-out of debug logging by setting Silent=True in dxgi.ini.

If you paste your dxgi.log in this thread, please surround it with [code] ... [/code]. This will make it easier for me to read (yes, I can read that mess of numbers).

Troll / Humorless Troglodyte Disclaimer
Before an irritating troll latches onto the word "Fix," let me tell you it is intended ironically. This project has started going down the path of another tool that did something similar called DSFix
最後修改者:Kaldaien; 2015 年 10 月 31 日 上午 10:20
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HolyDeath3000 2015 年 10 月 5 日 上午 11:50 
引用自 Kaldaien
Well, it kind of sucks not having OSD support :)

What really sucks is that this game prevents you from running it through a debugger. It exits immediately when you try to do that. So I can't do much more than spit out a detailed debug log and try to work from there :-\

I think Rocksteady thinks removing debug information from the game and other annoying things they have done prevent modification somehow, but that's really not the case. They just make life harder for people trying to get the game to work. If they've no intention to patch the game ever after this next patch, that policy is going to make the game unplayable in the future.

引用自 denautn
Just for your info, the release is not merely a patch in late October but is the final release and BAK will be up for purchase on Steam,etc.. or so I've read on the WB forum.

Looks like after this October Patch it will finally be available in stores. lol.
HolyDeath3000 2015 年 10 月 5 日 下午 12:51 
So it looks like Mortal Kombat X got a new group to fix up their game and hopefully this same group does the fixes for Batman Arkham Knight. QLOC has been confirmed for helping with Mortal Kombat X and there seems to be hope if they have been added to BAK port as well.

http://www.trmk.org/forums/showthread.php/33182-QLOC-is-confirmed-for-PC-port-at-last!
Kaldaien 2015 年 10 月 5 日 下午 3:09 
I released 0.13, it's just 0.13test2 promoted to release.

I think there will be at least one more release under the project's current BMF title... I have to get the AMD GPU stats formatted correctly before I'm happy with leaving this thing alone. Not a whole lot of interest in this from AMD GPU owners though, so it's not getting much test attention.
HolyDeath3000 2015 年 10 月 5 日 下午 3:14 
引用自 Kaldaien
I released 0.13, it's just 0.13test2 promoted to release.

I think there will be at least one more release under the project's current BMF title... I have to get the AMD GPU stats formatted correctly before I'm happy with leaving this thing alone. Not a whole lot of interest in this from AMD GPU owners though, so it's not getting much test attention.

Sweet so someone on the guide stated the fix for SweetFX wasn't working still so I don't know if this works for everybody. I tested it both on Reshade Framework 1.0 and SweetFX 2.0. Maybe try to talk to them :).

Can you do a quick test of it? By following walkthrough. I don't know if the person got confused or what. Maybe I should make a quick tutorial video for it.
最後修改者:HolyDeath3000; 2015 年 10 月 5 日 下午 3:15
Kaldaien 2015 年 10 月 5 日 下午 3:33 
If you could package up the configuration (e.g. zip the ReShade directory up) you are using for BMAK, I can do that.

I hate the stupid configuration GUI for ReShade; it's unusable for me because of its white-on-black design. I spend an excessive amount of time looking for the appropriate buttons to press because it's impossible to read anything. Whoever came up with that design needs to be shot, there is nothing wrong with using the user's system-wide color scheme like any sensible program does.
HolyDeath3000 2015 年 10 月 5 日 下午 3:35 
引用自 Kaldaien
If you could package up the configuration (e.g. zip the ReShade directory up) you are using for BMAK, I can do that.

I hate the stupid configuration GUI for ReShade; it's unusable for me because of its white-on-black design. I spend an excessive amount of time looking for the appropriate buttons to press because it's impossible to read anything. Whoever came up with that design needs to be shot, there is nothing wrong with using the user's system-wide color scheme like any sensible program does.

I can but people are using different ones. So I need to do package of them. Also the one he is using I had to do a special tweak. Ended up having to rename the ReShade64.dll to dxgi.dll but good news is that it works. :) And by the log it is definitely active. But only problem is that you can't use hotkeys for it.
HolyDeath3000 2015 年 10 月 5 日 下午 5:02 
Okay this is getting frustrating. Batman AK keeps crashing at some point when Reshade / SweetFX loads. I think it might have something to do with controllers maybe? I keep seeing this at the end of the log of ReShade64.dll
05/10/2015 19:59:26:825 [01636] | INFO | > Successfully compiled effect. 05/10/2015 19:59:27:011 [13024] | INFO | Redirecting 'RegisterRawInputDevices(00007FFE9B251A30, 1, 16)' ...
Kaldaien 2015 年 10 月 5 日 下午 5:13 
I can't imagine why that would be breaking anything. My DLL doesn't do anything at all with input devices, so I'm definitely not to blame. The only thing I can think of is ReShade is doing something that's not thread-safe and Batman is polling input from a separate thread.

Frankly, I don't know why ReShade even needs to fiddle with that part of Windows. It hooks so many parts of Windows that have nothing to do with rendering that it is no wonder it fails so often.

I prefer to touch as little of the OS as humanly possible so I don't break things :P
最後修改者:Kaldaien; 2015 年 10 月 5 日 下午 5:14
HolyDeath3000 2015 年 10 月 5 日 下午 5:16 
引用自 Kaldaien
I can't imagine why that would be breaking anything. My DLL doesn't do anything at all with input devices, so I'm definitely not to blame. The only thing I can think of is ReShade is doing something that's not thread-safe and Batman is polling input from a separate thread.

Frankly, I don't know why ReShade even needs to fiddle with that part of Windows. It hooks so many parts of Windows that have nothing to do with rendering that it is no wonder it fails so often.

I prefer to touch as little of the OS as humanly possible so I don't break things :P

yeah in your logs nothing about RawInputdevices appears. I even read on one thread it was a software called Razer Synapse that caused their crashes. So I am going to look into it deeper and see if thats the case with me.

Yeah I definitely can say for certain its ReShade having the issue. Something about BAT AK is not liking Reshade period and it crashes within moments. So I need to put the guide to hidden for now and see whats up. Hopefully the new update coming up soon in this month will fix Reshade compatability issues.
最後修改者:HolyDeath3000; 2015 年 10 月 5 日 下午 5:22
HolyDeath3000 2015 年 10 月 5 日 下午 5:34 
Okay something interesting is popping up in my Event Logs in Windows 10. Get this on every crash its the same thing over and over:

Faulting application name: BatmanAK.exe, version: 1.2.0.36, time stamp: 0x55e5f255
Faulting module name: ntdll.dll, version: 10.0.10240.16430, time stamp: 0x55c59f92
Exception code: 0xc0000374
Fault offset: 0x00000000000ea28c
Faulting process id: 0x255c
Faulting application start time: 0x01d0ffc8e3d64489
Faulting application path: C:\Games\Steam\steamapps\common\Batman Arkham Knight\Binaries\Win64\BatmanAK.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 9205f16b-3e40-4664-9086-9416da2b93fc
Faulting package full name:
Faulting package-relative application ID:

Any clue why it claims that ntdll.dll is the culprit? I find this odd to say the least since that is a system file. I remember this kind of crash in Witcher 3 as well and made the mistake of trying to replace that file.

And this is shown as well:

Fault bucket 120333413852, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: BatmanAK.exe
P2: 1.2.0.36
P3: 55e5f255
P4: StackHash_438c
P5: 10.0.10240.16430
P6: 55c59f92
P7: c0000374
P8: PCH_C2_FROM_ntdll+0x0000000000093AAA
P9:
P10:

SO I looked at some of the logs and its pointing to my USB driver which is most likely pointing to my PS4 controller or keyboard. Will see which USB device its pointing too.
最後修改者:HolyDeath3000; 2015 年 10 月 5 日 下午 5:43
Kaldaien 2015 年 10 月 5 日 下午 5:54 
No, I can't really make heads or tails of that information.

Without a callstack or something I can't do anything. ntdll.dll is for all intents and purposes the kernel of Windows. Everything goes through it at some point from device drivers to even the simplest application, so to pinpoint a crash to something in ntdll.dll is about as useful as trying to describe Smurfette as "the blue Smurf" rather than "the female Smurf."
HolyDeath3000 2015 年 10 月 5 日 下午 5:56 
引用自 Kaldaien
No, I can't really make heads or tails of that information.

Without a callstack or something I can't do anything. ntdll.dll is for all intents and purposes the kernel of Windows. Everything goes through it at some point from device drivers to even the simplest application, so to pinpoint a crash to something in ntdll.dll is about as useful as trying to describe Smurfette as "the blue Smurf" rather than "the female Smurf."

Yeah tell me about it. From the logs its pointing to one of my USB devices when I looked at the wer reports. Now the question is which dang device is getting caught in the wrap of the game and that Reshade might be having issues with.
Kaldaien 2015 年 10 月 5 日 下午 6:07 
One thought has occurred to me, however. Steam also hooks raw input device management for its overlay. For Steam, it makes sense to do this (they use more input devices than just keyboard/mouse to manipulate their UI), for ReShade ... not so much. The Steam overlay was repeatedly breaking my own dxgi.dll until I got clever and added an initialization delay.

Have you tried disabling Steam's overlay and any other overlay software (including RivaTuner Statistics Server)?

There's a bit of a snafu here on Windows 10, in that it ships with an Xbox overlay that only makes itself obvious if you press the Xbox button on a 360/One controller. I'm not sure how to disable that. VALVE apparently is not either, because it totally breaks Big Picture Mode in Windows 10.
最後修改者:Kaldaien; 2015 年 10 月 5 日 下午 6:10
HolyDeath3000 2015 年 10 月 5 日 下午 6:34 
引用自 Kaldaien
One thought has occurred to me, however. Steam also hooks raw input device management for its overlay. For Steam, it makes sense to do this (they use more input devices than just keyboard/mouse to manipulate their UI), for ReShade ... not so much. The Steam overlay was repeatedly breaking my own dxgi.dll until I got clever and added an initialization delay.

Have you tried disabling Steam's overlay and any other overlay software (including RivaTuner Statistics Server)?

There's a bit of a snafu here on Windows 10, in that it ships with an Xbox overlay that only makes itself obvious if you press the Xbox button on a 360/One controller. I'm not sure how to disable that. VALVE apparently is not either, because it totally breaks Big Picture Mode in Windows 10.

You know what that could very well be the case here. Maybe the Overlay from the xbox software might be one of the causes. Believe or not my PS4 controller has special drivers that uses Xbox Controller drivers to emulate it as an Xbox controller. I tried disabling RTSS entirely and have overlay for steam disabled as well. Though there is that gameoverlay.exe from steam that loads in services. I wonder if that might be the cause for it too.

I noticed by pressing that button on my controller which is the PS button which replaces the xbox button it boots up Steam Big Picture. Dang man that really is irritating lol.
最後修改者:HolyDeath3000; 2015 年 10 月 5 日 下午 6:42
duEprocEss 2015 年 10 月 5 日 下午 7:06 
I believe you can turn off this overlay you guys are talking about through the Xbox app in Windows 10. Run the Xbox app and go to settings > Game DVR. Turn that off. You'll lose the function to record and take screenshots, and the Xbox button (or PS3 button in your case) won't bring up the menu anymore, but it might be the solution to your problem.
最後修改者:duEprocEss; 2015 年 10 月 5 日 下午 7:08
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