Comments (4)
It could affect things to some degree, yes.
I'd recommend giving d8vk a go directly and see if you can reproduce the problem there. Apart from some minor menu slowdowns the retail version of the game is known to work well with d8vk, but I admit I never tried it with d3d8to9 + dxvk.
P.S.: Btw, the game engine is known to break at high framerates, so if the Steam release somehow uncapped it, then that may be the issue. Retail versions are capped to 31.2 fps :).
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Unfortunately d8vk would only run for about 20 or so seconds in game then crash to desktop, capping the framerate to 30 fps did seem to fix it though. Guess it's just an engine bug. Appreciate the help regardless.
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Granted I don't have this on Steam, but have played it using retail copies. I'm not sure how you can use dxvk with this game since it uses d3d8, which dxvk doesn't (yet) support.
aside from that I have no clue as to how DXVK is even touching pathfinding code.
It's not, it can't. And mind you retail versions are fine and highly likely to use the exact same code.
from dxvk.
Forgot to mention I'm using d3d8to9 to make dxvk work. Never had this issue in the past with both retail copies and Origin versions. However, if using d3d8to9 could be enough to screw with things I can close this and clock it up to a me problem.
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