Anonymous edits have been disabled on the wiki. If you want to contribute please login or create an account.


Warning for game developers: PCGamingWiki staff members will only ever reach out to you using the official press@pcgamingwiki.com mail address.
Be aware of scammers claiming to be representatives or affiliates of PCGamingWiki who promise a PCGW page for a game key.

Topic on Talk:Tom Clancy's Splinter Cell: Conviction

Line 1: Line 1:
Good news, I tried the most recent version of DXVK (1.10.1) and it did give me a consistent performance increase, around 10 FPS. I tested the initial area right after people run away and you start controlling Sam and the area where you peek under the door right at the start of the second level looking to the right, which have some of the worst performance drops in the game. In the 1st one whereas the game would drop to 43-ish FPS at worst without DXVK, it basically didn't drop below 59 FPS even moving away from the corridor which you have to go through and looking at the general direction of the rest of the level, and in the 2nd one instead of getting a minimum of 43 FPS when the frame rate drops while using the mirror (sometimes even hitting 40 FPS for a moment) the lowest I managed to get was 53 FPS and it would easily climb back up to a locked 60 FPS (V-Sync was on) if I just moved a bit from that particular position and camera angle. Stutters are also far less present than with previous versions of DXVK. Normal DXVK or async didn't make a difference after I let the shader cache build up - both increased performance and the game behaved the same way. The only issue is: stutters here and there while moving the character and the camera around (and sometimes when approaching objects or NPCs, apparently) just don't seem to go away. I'm pretty sure it's not related to the shader cache compilation since those stutters are always present and reproducible. The game can even crash if I move the camera too fast in a random direction causing it to stutter too "hard". I tried using V-Sync through DXVK by configuring the dxvk.conf file and setting d3d9.maxFrameLatency to 1, d3d9.numBackBuffers to 3 and d3d9.presentInterval to 1, but much like in GTA IV the in-game V-Sync seemed to be more estable... either way, neither solved the problem, I just couldn't get rid of the stuttering. That's the only issue now.
+
Good news, I tried the most recent version of DXVK (1.10.1) and it did give me a consistent performance increase, around 10 FPS. I tested the initial area right after people run away and you start controlling Sam and the area where you peek under the door right at the start of the second level looking to the right, which have some of the worst performance drops in the game. In the 1st one whereas the game would drop to 43-ish FPS at worst without DXVK, it basically didn't drop below 59 FPS even moving away from the corridor which you have to go through and looking at the general direction of the rest of the level, and in the 2nd one instead of getting a minimum of 43 FPS when the frame rate drops while using the mirror (sometimes even hitting 40 FPS for a moment) the lowest I managed to get was 53 FPS and it would easily climb back up to a locked 60 FPS (V-Sync was on) if I just moved a bit from that particular position and camera angle. Stutters are also far less present than with previous versions of DXVK. Normal DXVK or async didn't make a difference after I let the shader cache build up - both increased performance and the game behaved the same way. The only issue is: stutters here and there while moving the character and the camera around (and sometimes when approaching objects or NPCs, apparently) just don't seem to go away. I'm pretty sure it's not related to the shader cache compilation since those stutters are always present and reproducible. The game can even crash if I move the camera too fast in a random direction causing it to stutter too "hard". I tried using V-Sync through DXVK by configuring the dxvk.conf file and setting d3d9.maxFrameLatency to 1, d3d9.numBackBuffers to 3 and d3d9.presentInterval to 1, but much like in GTA IV the in-game V-Sync seemed to be more stable... either way, neither solved the problem, I just couldn't get rid of the stuttering. That's the only issue now.