Replies: 4 comments
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I found that enabling MSync will fix this problem, for this particular game. The graphics pipeline was getting misaligned with the CPU. |
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DXVK is using MoltenVK as a vulkan translation layer, MVK isn't perfect as we speak it has probably to do with synchronization, sice MSYNC fixes it (which i almost always recommend) I'm not sure why MSYNC affects the GPU, but it's definitely an issue in MoltenVK. |
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Yeah I realized that it involved the shader pipeline and MoltenVK. When I saw that the pipeline was getting backup as the problems started I just took a stab and activated MSync on a hunch. MSync doesn’t affect the GPU directly. It just permits the shader pipeline to become unclogged so that the GPU can handle tasks in a timely manner. I watched the various HUDs before and after starting MSync and the GPU usage definitely went down once the pipeline was unclogged.
On another matter CX 25 is out today I think. About how long until CXPatcher catches up?
… On Mar 11, 2025, at 5:00 PM, Italo ***@***.***> wrote:
DXVK is using MoltenVK as a vulkan translation layer, MVK isn't perfect as we speak it has probably to do with synchronization, sice MSYNC fixes it (which i almost always recommend) I'm not sure why MSYNC affects the GPU, but it's definitely an issue in MoltenVK.
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I'll start working on it tomorrow |
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What causes the floating polygons to appear, as in the screen shot attached. The image is from a game Astrometica recently released. Running under CrossOver24 with UE4 via cxpatcher. Tried it patching Base and Latest MVK+UE4 hack and without Patch DXVK with no luck. This is something I have seen in both UE4 and UE5. Any idea how to get around it using UE scripting additions?
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