Dxvk Sims 2

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Kayleen

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Aug 3, 2024, 4:02:17 PM8/3/24
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Actually not only for Absolute Beginners ? And even though it just turned 5 it's still worth a look. If I say so myself. I see many questions asked over and over again when the answers are right here. (And yes, still working on that website. The century isn't over yet, so stay tuned!)

Hallo! I use the cc magic to open my sims 3 game, would I need to do anything differently compared to your dxvk guide? Because it is not working but im not sure if it's because I'm doing something wrong or because of the program! Thank you anyway for the guide along with desiree :)

Guten Tag! All steps are included in the guide as @desiree-uk also uses CCMagic to start her game. So no hidden extra steps that are not mentioned. So it must be something else that keeps it from working correctly. How do you know it isn't?

Adding this to your game installation will result in a better RAM usage. So your game is less likely to give you Error 12 or crash due to RAM issues. It does NOT give a huge performance boost, but more stability and allows for higher graphics settings in game.

Hey there! Been playing the Praaven Reworked world for a historical challenge and been loving every second of it! You and the other creators really made something magical! But just wanted to ask if you knew anything about routing issues in the world? I'm 9 sim weeks into my save and people will randomly freeze on the roads, often times I have to reset the sim to have them move again. Is this a common occurence?

So, when we reworked it we fixed a lot of the routing issues the original world had. We also playtested it quite thoroughly to make sure it would run decently. But of course it is still a large world and has the same problems as all large worlds in regards to performance and smoothness.

Sims freezing in a spot sounds like a different problem. Does it happen in the same spots all the time? Where are the sims headed when they freeze? Do you use mods? It also could be faulty CC, or maybe an issue with your graphics settings.

Hi. I have a few question regarding The Sims and dgvoodoo.
1) I've successfully managed to run The Sims Deluxe edition using dgvoodoo + DXVK in wine under Linux (even wrote an installer for Lutris, check it out -sims/). So far it works ok but I am experiencing an issue with 3d models (sims themselves) leaving "dirt" on the ground, like leftover bits of the characters. Disappears when I move the camera. It also happens on actual Windows too, but doesn't happen without dgvoodoo when using native d3d7. I have attached a debug log with this version of Sims, but there are not error messages so I doubt it's useful. Is there anything else I can I provide to help fix it?
2) I had no success running a newer edition of The Sims, the Complete Collection. It just crashes, both with DXVK with wine on Linux and on Windows. I've run apitrace with d3d7 parameter (the forum won't let me attach it so here ) using native Window's d3d7, in case it can be useful, and also created a debug log (attached it). If you want an apitrace of Deluxe Edition as well to compare two, just say so and I will make one. There is also some .txt dump file that gets created by the game itself but i don't know if it's useful. This one is a real bummer so it would be nice if this got fixed :3
2) When I try to use Sims Deluxe edition with dgvoodoo with wined3d's dx11 implementation, the results... are quite broken. It's an issue with wine, not dgvoodoo. I've tried to apitrace dgvoodoo for a bug report (this one _bug.cgi?id=45728), however it just crashes when I use both Valve's d3d11 dlls specifically made for apitracing and an actual apitrace with d3d11 or dxgi flag. The apitrace itself is probably just broken, I doubt dgvoodoo actually somehow prevents apitracing, but can anybody suggest some tool I can use to apitrace dgvoodoo with this game?
The version of dgvoodoo I used is 2.55.3.

experiencing an issue with 3d models (sims themselves) leaving "dirt" on the ground, like leftover bits of the characters. Disappears when I move the camera. It also happens on actual Windows too, but doesn't happen without dgvoodoo when using native d3d7.

Nope, in configuration I leave it to Unforced and App Driven, and this happens anyway. Can't even change the Antialiasing option for DirectX in the control panel actually. Happens even with no configuration too.

One of the headline improvements here is presentation improvements. If you have support for the VK_KHR_present_wait extension, and have vertical synchronization enabled, you might end up seeing reduced input latency in some games. However, on some platforms and compositors frame latency may be higher than expected.

On top of that if you have the extension VK_EXT_swapchain_maintenance1 supported, turning VSync on / off may no longer need to recreate the Vulkan swap chain working around severe performance issues in some games. Currently that is only supported on Gamescope when ENABLE_GAMESCOPE_WSI=1 is set.

There's also some configuration changes with dxgi.nvapiHack deprecated in favour of dxgi.hideNvidiaGpu, along with similar options for AMD and Intel GPUs that allows them to put in targeted application workarounds for issues. On top of that dxgi.tearFree and d3d9.tearFree were merged into dxvk.tearFree.

Was playing around with both today
DXVK 2.0 doesn't work but 1.10.3 works
On my AMD card I had some weird results no msaa was slower than stock - but with MSAA on it was 14% faster than stock
might recheck that tomorrow, but big if true

Also played around with reshade which has some nice features
and is very useful if you are on amd as it lets you apply effects nvidia owners can apply

however the issue with both is the game detects them as mods
so you are unable to play on multiplayer servers

from a technical standpoint
I don't see why dxvk can't be fully enabled
either built into the client or at least not detected as a mod
all it requires are that two .dlls be approved
this would allow linux players onto multiplayer
and maybe a way for amd users to get back some lost performance and visual quality without requiring a lot of dev work

same with reshade
from a technical stand point again very easy
maybe check the two .inis are only using approved filters
reshade itself already limits some of its actions in multiplayer
by turning off its depth filter which doesn't anyone in il-2 anyway as it doesn't work with MSAA so harms spotting
this lets amd users be on par with the range of settings nvidia offers
in my experience the reshade sharpen filter is far superior to both the in-game and AMD native sharpen filter
while the saturation and gamma/contrast adjustments - look better and have less bugs than doing it via the AMD control panel


both offload a lot of work the devs would have to do otherwise to keep the game modern

it also lets flatscreen players have parity with VR users who are currently jimmied up the jam with major modifications to the game all fully approved

what you are saying is just plain wrong

its funny how everyone talks about how great VR is for spotting
but all of a sudden its not?


the vulkan wrapper its purely for converting DX to Vulkan

none of this does anything new
it just makes all the same tools available to everyone

I have literally never once heard someone say that VR is good for spotting. Its pretty widely established, almost universally so, that resolution is currently one of the biggest limiting factors in VR.

The sim favors people that use lower resolution in spotting. been this way since it was released. I fly side by side with players with VR and lower resolution monitor. they can usually spot targets 3 to 4 klm before I can. the sim dosn't scale the dots the same base on what res you use. Higher res ( 3840 x 2160 ) is a disadvantage than 2560 x 1440 or resolutions VR users use.

Recently a Patron of mine was having trouble getting the 4GB patch to apply. We tried literally everything I could think of and her memory would not change in the Config Log. I have had several comments and emails about this too.

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