performance gain using vulkan API

I got a considerable gain in the performance of the odyssey using vulkan in 32 bit mode of the DXVK version 1.9, the DXVK basically takes DirectX instructions and adapts them to the vulkan, the MSI afterburner recognizes as if it were DirectX11 in the version of the 32 bit DLLs, the DLLs of 64bits make the driver Crash, even so the performance gain is noticeable, if someone wants to test, download the latest version of DXVK, use winrar or 7zip to unzip, use the DLLs from the 32bits folder and throw them in the folder "\Elite Dangerous\ Products\elite-dangerous-odyssey-64" and open the game normally.

EDIT: It is important to delete the "AppData\Local\Frontier Developments" folder first and make sure to back up the bindings folder

You can download the lastest DXVK here: https://github.com/doitsujin/dxvk/releases/
 
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Interesting. I see major performance gains on this system (3080 FTW3) with Vulkan where it is properly implemented, and would love to see more titles using this API.

Question: you are using afterburner for monitoring, or for overclocking? I dont overclock, but I notice what you said about a driver crashing. Which driver crashed? The Afterburner driver or the graphics driver?

Also, is this for windows or for linux only? As far as I know, this project is just for linux. I have a linux machine here but I dont game on it, so I wont be running this there right now.
 
Interesting. I see some performance gains on my 1060/ Ryzen 2600 4GHZ. Haven't yet done detailed testing. anyone else trying should comment with their system specs and if they have any better performance.
 
Tried the 64-bit version of the wrapper a while back, without any success, but the 32-bit version is working.

There were a few graphical oddities regarding lighting, but they were minor. Performance in formerly CPU limited areas is up significantly, probably because Vulkan is much better threaded than DX11 by default, especially on AMD GPUs. CPU utilization also increased by 50%+ (16-17% average before, to about 25%). I didn't notice much of any performance difference in GPU limited areas, maybe even a slight regression, but overall it was a significant improvement at 1440p ultra or below on this system (5800X + 6800 XT).
 
Interesting. I see major performance gains on this system (3080 FTW3) with Vulkan where it is properly implemented, and would love to see more titles using this API.

Question: you are using afterburner for monitoring, or for overclocking? I dont overclock, but I notice what you said about a driver crashing. Which driver crashed? The Afterburner driver or the graphics driver?

Also, is this for windows or for linux only? As far as I know, this project is just for linux. I have a linux machine here but I dont game on it, so I wont be running this there right now.
dxvk is for linux, we dont have directX there, but can be used in windows, the games i tested, the 64bits dll work on gtaV and BF4 at windows 10
 
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Interesting. I see major performance gains on this system (3080 FTW3) with Vulkan where it is properly implemented, and would love to see more titles using this API.

Question: you are using afterburner for monitoring, or for overclocking? I dont overclock, but I notice what you said about a driver crashing. Which driver crashed? The Afterburner driver or the graphics driver?

Also, is this for windows or for linux only? As far as I know, this project is just for linux. I have a linux machine here but I dont game on it, so I wont be running this there right now.
radeon driver v21.5.2 crashes when try to use 64bits dlls, i use msi to control the GPU fans
 
radeon driver v21.5.2 crashes when try to use 64bits dlls, i use msi to control the GPU fans
Understood. Ill keep an eye on this. Thanks for sharing your experiments.

Im stuck using EVGA's precision X1, for now, for fan controls. Since I dont overclock, I dont need a whole lot from X1, but it would certainly be nice if my more aggressive fan curves would stay put when the software isnt running.
 
It's highly unusual for something like this to work, and most often results in a serious performance regression. I'm no software engineer, but I do know a tiny bit about Vulkan versus Direct X11, and this to me seems like there's some serious inefficiency on the main driver stack thread in Odyssey , as this is in my limited experience, the one area where a simple "Run Vulkan API" shows any uplift.
 
I'd suggest a rename rather than a delete.
Well, I've tried it without deleting or renaming. Seems like the 32 Bit DLLs do nothing at all for me. I've got ReShade installed and set up so that it kicks in globally when a Vulkan title is run. It only does that when I use the 64 bit DLLs. Those make the game run extremely choppy. There were also no logs created with the 32 Bit DLLs, so they definitely weren't used.

Edit: Disabling ReShade got rid of the stutter with the 64 Bit DLLs, but performance was worse than without.
 
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Elite Dangerous is a 64-bit app, and 64-bit apps can't load 32-bit DLLs. OP is experiencing some placebo effect here, because attempting to use 32-bit DXVK actually does nothing, and the game continues to use real Direct3D 11. Indeed, I tried this myself, and confirm this is the case.
1624309052882.png

The RivaTuner overlay states D3D11 - it would say Vulkan if it were running via DXVK. For example, here's Planet Coaster, another Frontier game that uses D3D11, running under 64-bit DXVK:
1624309651800.png

Additionally, if you use procmon and filter by paths including d3d11.dll, you can see the game try to load the DXVK DLL, but realise it's 32-bit and fall back to the system d3d11.dll.
1624309158643.png
 
Yep, on second glance it's bypassing the 32-bit DLLs...DXVK's d3d11.dll and dxgi.dll are supposed to leave logs, but they aren't.

I must have been mistaking some of the Update 4 changes for effects of DXVK.

Edit: I tried firing up Horizons with DXVK and while it didn't freeze immediately upon hitting the terrain generation, it did eventually lock up the game at 29%...it also never released my mouse cursor and Alt+F4/Ctrl+C didn't do anything so I had to open a command prompt and taskkill elitedangerous64.exe.

Elite Dangerous is a 64-bit app, and 64-bit apps can't load 32-bit DLLs.

I had figured it included a DLL wrapper, but in hindsight it doesn't make much sense to do that and include separate 32-bit and 64-bit files.
 
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If anyone was curious, the newest GPU drivers/Vulkan libraries and most recent release version of dxvk (1.9.2) still results in a crash upon reaching terrain generation, at least on Windows.
 
Understood. Ill keep an eye on this. Thanks for sharing your experiments.

Im stuck using EVGA's precision X1, for now, for fan controls. Since I dont overclock, I dont need a whole lot from X1, but it would certainly be nice if my more aggressive fan curves would stay put when the software isnt running.
From my experience, no. If I close it the fan curves are lost on my system. Also I've had the software update then for some reason undervolt my GPU by 50%, took me awhile to figure out why my performance so bad
Edit : just realized this is an old thread oops
 
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