Comments (6)
For example for d3d11 games:
DXVK_CONFIG="dxgi.syncInterval = 0"
is equivalent to MESA_VK_WSI_PRESENT_MODE=immediate
DXVK_CONFIG="dxgi.syncInterval = 1"
is equivalent to MESA_VK_WSI_PRESENT_MODE=fifo
DXVK_CONFIG="dxgi.syncInterval = 0; dxvk.tearFree = True"
is equivalent to MESA_VK_WSI_PRESENT_MODE=mailbox
and those don't suffer from the problem of being overwritten with VK_EXT_swapchain_maintenance1 dynamic present mode switching.
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This issue is a regression. DXVK 2.2.0 works as intended
On second thought... accoding to other sources (1) (2) it's related to VK_EXT_swapchain_maintenance1 in Mesa.
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This is most likely because DXVK now uses VK_EXT_swapchain_maintenance1, which allows the application to change the present mode dynamically without recreating the swapchain, and Mesa probably only applies whatever you set in MESA_VK_WSI_PRESENT_MODE on swapchain creattion. Not a DXVK bug (nor could some driver specific env var ever be a DXVK bug...).
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In that case I'll stay on DXVK 2.2.0 for the time being and see how it goes. Thanks anyway
from dxvk.
Why would you stay on DXVK 2.2 because of that? Most games allow you to just change the present mode between at least fifo and immediate in the display settings directly, and for all other cases dxvk.conf can do everything the driver env var can.
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There's a single unity game which doesn't have an option for that. Had to force it through driver. Also I didn't know about dxvk.conf. Gonna look into that as well.
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