Topic on User talk:Descartas
This page shows the changes between two versions of a post by Jams3223 in the topic "Star Wars Jedi: Fallen Order DXVK workaround" on User talk:Descartas.
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− | No there's no wrapper for that, the DXVK converts DX11 API calls into Vulkan ones by using an interpreter to map those API calls to Vulkan | + | No there's no wrapper for that, the DXVK converts DX11 API calls into Vulkan ones by using an interpreter to map those API calls to Vulkan API calls, but Valve and Khronos have created extensions that mimic or perform better than the DX11 API. Having DX12 implemented in the game instead of DX11 could probably completely fix the issue since those shaders would be compiled using a loading screen of some sort, but it seems like the game uses some tessellation of some sort, which takes a lot of time to compile those shaders on the fly. |