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Kaldaien Mar 25, 2020 @ 12:39pm
Curious Vulkan Layer Behavior: DOOM Eternal
It has come to my attention that if the Vulkan layer is disabled for DOOM Eternal, the Steam overlay has an unintended secondary path into the game through Vk -> DXGI SwapChain interop happening at the NVIDIA driver level (used for NvAPI's HDR, among other driver-specific stuff).

I would advise against trying to render into the game's interop DXGI SwapChains because as soon as Steam latches onto one of these it starts to cause problems w/ third-party overlays (i.e. RTSS).

Competing overlays will behave as though the SwapChain is being destroyed and then re-created every 2-3 frames.


Tl;Dr: D3D11 needs to be ignored in this game.


Is there a way to tell the Steam overlay not to initialize specific APIs?

DISABLE_VK_LAYER_VALVE_steam_overlay_1

That is related, but the opposite of what is needed :P
Last edited by Kaldaien; Mar 25, 2020 @ 12:40pm
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Kaldaien Mar 25, 2020 @ 1:05pm 
Also, on a sort of related matter...

I patched the Steam overlay ~2 years ago to handle HDR in D3D11. Is there someone I can talk to about getting this an actual platform feature?

The overlay needs some extra brains to handle colorspace processing (Rec 2020 <--> sRGB gamut and sRGB <--> PQ gamma). I did all that by ammending a few new fields to your shaders to denote colorspace. I also added a luminance setting since the overlay's too dim to be seen in games that use scRGB HDR.

I am fairly certain this will not take too much effort for you guys to implement. I solved HDR screenshot capture too, but that is _extremely_ complicated stuff that would take me a month to explain ;)
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All Discussions > Bug Reports > Topic Details
Date Posted: Mar 25, 2020 @ 12:39pm
Posts: 1