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Disable direct buffer mapping mode for Resident Evil games #2466

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merged 3 commits into from
Feb 20, 2022

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K0bin
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@K0bin K0bin commented Jan 28, 2022

Fixes #2453
Fixes #2084
Fixes #2266

RE games lock the same D3DPOOL_DEFAULT + D3DUSAGE_DYNAMIC buffer every frame. DXVK chooses MAP_MODE_DIRECT for it, so all our measures to prevent stalling in Lock don't apply here and the game syncs with the GPU every frame.

I'd personally just get rid of MAP_MODE_DIRECT but @Joshua-Ashton told me on Discord to make this an option instead.

This will have to be rebased against #2157 if that PR is merged first.

@K0bin K0bin added the d3d9 label Jan 28, 2022
@K0bin K0bin requested a review from misyltoad January 28, 2022 22:10
@nipkownix
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Could be a good idea to see if the issue also affects RE6. It was the last RE game to use the MT Framework engine, same as all the RE games on this list.

@ghost
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ghost commented Jan 28, 2022

Could be a good idea to see if the issue also affects RE6. It was the last RE game to use the MT Framework engine, same as all the RE games on this list.

It does, K0bin is already working on it

GloriousEggroll added a commit to GloriousEggroll/proton-ge-custom that referenced this pull request Jan 29, 2022
@misyltoad misyltoad merged commit fd23dce into doitsujin:master Feb 20, 2022
@K0bin K0bin deleted the re-perf-fix branch February 20, 2022 13:19
@mirh
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mirh commented Feb 20, 2022

Should the option be added to dxvk.conf?

@K0bin
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K0bin commented Feb 20, 2022

It's not something a user should ever touch, so probably not.

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