Gta 4 Vulkan Mod

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Escolastico Hall

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Aug 4, 2024, 7:25:48 PM8/4/24
to greceaxmmelel
ThenSketchup crashes. I'm using the newest version of enscape. Tried downgrading to older version and updated all my drivers! (my son double checked so I'm sure that its updated) It would be wonderful to gain some insight into why this is happening. The file is only 196mb and doesn't use any overly high resolution textures. Other (smaller) projects work fine but one in particular triggers this message. Eventually I deleted a lot of elements in my project, sized the file down to 134.657 KB and that worked.

We can let you know even more after you've submitted us a feedback report with your logs and offer a potential solution/workaround thereafter - This is basically always the best approach when you experience any crashes or problems with Enscape and require support as quickly as possible.


I got great and fast help after submitting the feedback report. Enscape send me a preview of a coming update and notes on how to remove the pervious versions from my computer and reinstalling the new one. Now Enscape works like a charm. My first thought, that the issue only came up in larger files, turned out to be false. Good luck!


Hello... after searching and searching on google I found something that worked for me and could be the solution for others that I see that have NASA equipment (i9 -32 RAM + RTX 3090) for whom of course the solution is only deactivating ray tracing doesn't do them any good... (for such a team if I have to turn off that important function) It turns out that maybe at the time of some windows update or the video card driver the function of ray was deactivated "hardware acceleration" ... so just curious I checked and evidently it was disabled, so I not only enabled it but added the programs I use the most and set them to high performance, enable ray tracing, restart the computer crossing fingers and voila I was once again able to render high quality with active ray tracing.


I recently bought a new computer with an NVIDIA RTX 3070 graphics card with 8MB of dedicated Vram. I didn't think I'd encounter any problems with it. However, I attempted to open a 17MB file in Enscape and it would crash every time and give me the error code: "vulkan error: vk::queue::submit: errordevicelost at queue submit".


I am not sure why my new NVIDIA card did not work with the latest Enscape version but that seems to be the issue. The cause of your error may be different than mine, but I wanted to share what solved my issue. Good luck out there and happy rendering!


Hi, i have the same problem. I've tried all the solutions mentioned above and none of them solved my problem. The problem appears to be in a specific file, or in its modeling, because I tried to copy the content to a new file and the error persisted. I believe that the problem is not related to lack of memory because other heavier files are opening.The only solution I could find was to go back to enscape 3.3, which bothers me a little because I can't use some features that I can only use in 3.4


I have installed the studio driver not the game ready driver. The version is 531.41. And im still having that problem. Please give me the version name i should download where i wont be having this issue


You can try the very latest NVIDIA drivers which should resolve the previous issue with Enscape detailed in the linked thread, but if that also doesn't do the trick please submit that feedback report as advised (if you're able to) so that we can troubleshoot this further.


Kindly make sure to also submit a dedicated report so that we can look into this - At this point, please still make sure that you're ideally using the latest NVIDIA drivers, and thanks a lot in advance.


I know I can use environment.variables.VULKAN_SDK = "directoryhere"; to set the environment variable, but the vulkan sdk is split over many packages. (vulkan-headers, vulkan-tools, vulkan-tools-lunarg, vulkan-loader, vulkan-validation-layers, vulkan-extension-layer, glslang)


This, however, is the full, free of charge copy of the article - hopefully it will help graphics programmers to understand and use Vulkan to the full of its ability. The article has been lightly edited to mention Vulkan 1.1/1.2 promotions where applicable - fortunately, not much has changed in the last two years for Vulkan performance, so the content should still be mostly accurate.


A perfectly reasonable first step is to integrate VulkanMemoryAllocator (henceforth abbreviated as VMA), which is an open-source library developed by AMD that solves some memory management details for you by providing a general purpose resource allocator on top of Vulkan functions. Even if you do use that library, there are still multiple performance considerations that apply; the rest of this section will go over memory caveats without assuming you use VMA; all of the guidance applies equally to VMA.


When creating a resource in Vulkan, you have to choose a heap to allocate memory from. Vulkan device exposes a set of memory types where each memory type has flags that define the behavior of that memory, and a heap index that defines the available size.


Briefly, bufferImageGranularity restricts the relative placement of buffer and image resources in the same allocation, requiring additional padding between individual allocations. There are several ways to handle this:


On some hardware, there is no difference in access speed between uniform and storage buffers, however for other hardware depending on the access pattern uniform buffers can be significantly faster. Prefer uniform buffers for small to medium sized data especially if the access pattern is fixed (e.g. for a buffer with material or scene constants). Storage buffers are more appropriate when you need large arrays of data that need to be larger than the uniform buffer limit and are indexed dynamically in the shader.


For textures, if filtering is required, there is a choice of combined image/sampler descriptor (where, like in OpenGL, descriptor specifies both the source of the texture data, and the filtering/addressing properties), separate image and sampler descriptors (which maps better to Direct3D 11 model), and image descriptor with an immutable sampler descriptor, where the sampler properties must be specified when pipeline object is created.


The relative performance of these methods is highly dependent on the usage pattern; however, in general immutable descriptors map better to the recommended usage model in other newer APIs like Direct3D 12, and give driver more freedom to optimize the shader. This does alter renderer design to a certain extent, making it necessary to implement certain dynamic portions of the sampler state, like per-texture LOD bias for texture fade-in during streaming, using shader ALU instructions.


A simplistic alternative to Vulkan binding model is Metal/Direct3D11 model where an application can bind resources to slots, and the runtime/driver manage descriptor memory and descriptor set parameters. This model can be implemented on top of Vulkan descriptor sets; while not providing the most optimal results, it generally is a good model to start with when porting an existing renderer, and with careful implementation it can be surprisingly efficient.


A more Vulkan centric renderer would organize data that the shaders need to access into groups by frequency of change, and use individual sets for individual frequencies, with set=0 representing least frequent change, and set=3 representing most frequent. For example, a typical setup would involve:


It is possible to design a bindless scheme where the number of required set binding calls is constant for the world rendering, which decouples texture descriptors from materials, making texture streaming systems easier to implement, and facilitates GPU-based submission. As with the previous scheme, this can be combined with dynamic ad-hoc descriptor updates for parts of the scene where the number of draw calls is small, and flexibility is important, such as post-processing.


To fully leverage bindless, core Vulkan may or may not be sufficient; some bindless implementations require updating descriptor sets without rebinding them after the update, which is not available in core Vulkan 1.0 or 1.1 but is possible to achieve with VK_EXT_descriptor_indexing extension (core in Vulkan 1.2). However, basic design described below can work without extensions, given high enough descriptor set limits. This requires double buffering for the texture descriptor array described below to update individual descriptors since the array would be constantly accessed by GPU.


The shader will need to access storage buffers containing MaterialData, TransformData, DrawData as well as a storage buffer containing vertex data. These can be bound the shader via the global descriptor set; the only remaining piece of information is the draw data index, that can be passed via a push constant.


In older APIs, there is a single timeline for GPU commands; commands executed on CPU execute on the GPU in the same order, as there is generally only one thread recording them; there is no precise control over when CPU submits commands to GPU, and the driver is expected to manage memory used by the command stream as well as submission points optimally.

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