Just wondering if these are the config options you're still running with, or if you've found any more tricks to add to the list since writing that.
I'm not currently using DXVK much as certain planets crash to desktop with it and looking at them through blue tinted shades is less annoying than the game crapping itself. Native DX11 performance is also about 10% above DXVK performance with the newer drivers.
That said, those DXVK those settings should still work, though you can probably omit the "dxgi.emulateUMA" line.
Edit: Having good results eliminating crashes so far with the new LOD offset in DXVK 1.10.3.
Current dxvk.conf settings:
Code:
dxgi.deferSurfaceCreation = True
dxgi.maxFrameLatency = 1
dxgi.numBackBuffers = 2
dxgi.tearFree = False
d3d11.relaxedBarriers = True
d3d11.samplerLodBias = -0.5
d3d11.zeroWorkgroupMemory = True
This is with PermitNativeDoubles="true" in AppConfig.xml (which doesn't work in DX11 on these drivers).
The frame latency and back buffer settings are to mitigate input lag, and relaxedBarriers is a performance tweak, but the rest are primarily stability tuning. It's likely that not all of those settings are required, but I'm still isolating things.
"samplerLodBias" does cost a tiny bit of performance, but, in addition to apparently unbreaking some crash-prone LOD transitions, it does make textures look better, at the cost of a nearly imperceptible bit of shimmer. Not sure if stronger values will be as stable.