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User talk:Descartas

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Star Wars Jedi: Fallen Order DXVK workaround

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Jams3223 (talkcontribs)

What about putting the DXVK workaround in the Shader compilation stutter section, which is related to the stutter issues with the game? It seems like the game compiles complex shaders on the fly and exceeds the API's maximum supported draw calls; using the DX12 API would also completely fix the issue.

Descartas (talkcontribs)

Hello. Sorry for the late reply. Yes, good suggestion. I will move it to that section then, ok? I didn't understand the DX12 part, though. This game only supports DX11, right? And I don't think there's a wrapper to convert DX11 to DX12 (https://www.pcgamingwiki.com/wiki/Glossary:Display_wrapper#Direct3D_wrappers).

Unless you meant, theoretically, if the game used/was designed to use the DX12 API it would be better.

Jams3223 (talkcontribs)

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.

Descartas (talkcontribs)

Ah, yes. I understand now. Exactly, DXVK converts into Vulkan. Ok, thank you for the explanation.

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