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First of all DXVK can work for both nvidia and AMD but on some systems configurations DXVK may have a reverse effect to performance.
You need to make sure that your GPU driver is fully up to date when using DXVK and that your GPU driver has the latest VULKAN version that works with DXVK usually the driver webpage says the VULKAN version and the gpu control panel has the version too.
Downloading and installing DXVK is easy. https://github.com/doitsujin/dxvk here's the link to the git and is the ONLY place you should download DXVK from.
Go to releases and click the dxvk-X.X.tar.gz for the current version of DXVK or a version that works with your VULKAN version.
Then you'll need a zip program like 7zip or winrar open the .gz file with that then click on the dxvk-x.x.tar in the zip window, you should see its now an folder go into that folder, inside you should see x32 and x64. Click on x64 and grab the file called d3d9.dll and copy that into your Graviteam Tactics Mius-Front main folder.
So the DLL needs to be installed where the main exe for the game is so your directory should have the games starter.exe and now two d3d9.dll the one marked with 43 is the games base d3d9 file. DO NOT DELETE IT AT ALL DO NOT EVEN TOUCH IT!!! DXVK will override the old dx dll.
Now how do you know if DXVK is working ? You're going to need to set an windows environment variables. How do you do that ? Go to windows settings > system > about > advanced system settings and at the bottom of the box should be a button with environment variables. Open that in the user variables tab click new and set the variable name as DXVK_HUD and in the value should be devinfo. Click ok and close everything and start the game at the top of your screen DXVK should have some text showing to say that the driver is working. If you don't want that information to stay while playing you can go and delete the DXVK_HUD variable.
But the hud can be useful as it has more values for showing performance and even technical stuff like draw calls and rendering times.
You can also see if this works by using MSI afterburner which will show the used API like in my shots here. This is probably most convenient if it works like intended.
https://steamcommunity.com/sharedfiles/filedetails/?id=3102814779
Typical with smoke and heavy fighting:
https://steamcommunity.com/sharedfiles/filedetails/?id=3102814273
FPS drop when smoke/incendiary explodes in front of you
https://steamcommunity.com/sharedfiles/filedetails/?id=3102814436
I suppose for some reason DXVK enables the GPU to really work compared to DX9 and now I can also see the"true cost" of smoke and effects rendering at 4K.
I think fires are a little to bright, but perhaps it was always like this. I have to check out DX9 closer for a comparison.
https://steamcommunity.com/sharedfiles/filedetails/?id=3102814070
Anyway, I am really impressed and the battle was a pure joy after quite some time of abstinence. As ever impressive what has happened in the meantime. It felt like there was some work done on the retreat mechanics especially. Almost everything made sense and consequently losses on both sides were quite low despite shooting at each other for 90 minutes.
I will play some more on the weekend, also other battlefields than Federovka like here.
Vulkan should by default attempt to even out the load on all cores instead of 1 but looking at your previous screenshots before dxvk it seems to be loaded only on core 1?
Like here: This is borderline when it would start to "flip".
https://steamcommunity.com/sharedfiles/filedetails/?id=3102128067
Vs. DX9 when the CPU has already a problem (well together with the GPU)
https://steamcommunity.com/sharedfiles/filedetails/?id=3102172813
This can look worse still.
It also depends on what Bios settings I use for my CPU. There are different options how windows is allowed to select "preferred" cores and schedule their use. The current setting I have is the most optimal for all situations without noticeable disadvantages for specific cases. I will have a try how it looks with different settings.
For me GT games were always running optimal if a "primary" preferred core could be maxed out with a second core "helping". The rest should sleep more or less if possible. Windows could select different cores being primary or secondary, but they would be just alternating and no more than 2 cores should be used seriously when the game runs optimal.
Though i believe hyper threading for this should be allowed up to 4 cores and 8 thread? Idk if the restriction is 2 core 4 thread or 8 threads For this game.
I feel like a good portion of the performance bottleneck is the multicore usage on the CPU.
Though with dxvk more cores would definitely help as vulkan is specifically designed around multicore rendering a bit more than single as core 4 there is definitely helping 0 a lot more.
Though I'm on an 3700x so maybe it's time for me to get an x3d as that larger cache seems to pull it's weight in single core.
The 5800 X3d is well worth it. I bought one in 2022 after 3 years with a 3700X. The 3700X was not bad, but the 5800 X3d is a massive upgrade, especially for other games than GT. But even in GT games it is very good compared to a 3700X.
This is how it looks like when I do not allow the OS to pick cores:
https://steamcommunity.com/sharedfiles/filedetails/?id=3102893413
https://steamcommunity.com/sharedfiles/filedetails/?id=3102893351
https://steamcommunity.com/sharedfiles/filedetails/?id=3102893285
For Mius Front this is the better setting, but it is detrimental for other games. Overall having the OS pick is best I found. There is also still a strong preferrence for 1-2 cores, depending on what is happening. Just which cores is different. For some reason Mius Front always wants to run on the OS core, which is also not optimal. Many games are able now to pick other cores for themselves.
https://en.wikipedia.org/wiki/Amdahl%27s_law
That was way too much information to wrap my brain around. I would have to delete a portion of my internal memory just to make room to process that at a future date.
https://steamcommunity.com/sharedfiles/filedetails/?id=3103097026
The reason is that every effect/explosion that creates dust and smoke directly hits the GPU along with the CPU. This is very noticeable during artillery strikes. The game runs very well like this in large battles, though. I am sure "overload" is eventually possible but even in the most intense scenes and largest battles I did not drop below 30 FPS much, which is easily possible with DX 9 at maxed graphics settings (except smoke and dust moderate reduction).
AMDs multicore is it primary reason why their cpus managed ahead fast especially in the productivity area.
Taking vulkan into account for gaming more cores is actually better especially for spreading load around.
4 cores and 8-16 threads could provide an performance boost in this scenario even on dx9.
And yes the RX 7900 XT is very powerful overall and I found out that Mius Front allows for quite high frequencies, although I have to test how efficient this is. I have no other game that allowed for such high sustainable clocks. But here it does not need to draw much power for whatever it is doing, the maximum limit is 315 W default and I could still increase it by 15 % with a voltage of maximum 1.1 V allowed. I also use undervolt settings to allow the GPU to clock higher without reaching W and V limits. That aside the 7000 series architecture is quite different from the 6000 series so who knows. Usually I think a 7900 XT would be twice as powerful as a 6700 XT.