
- #Kerbal space program 2 questions and answers 64 Bit
- #Kerbal space program 2 questions and answers driver
- #Kerbal space program 2 questions and answers free
But specifying via DXVK_CONFIG_FILE worked.

Just putting the file into the game's EXE directory didn't work.
#Kerbal space program 2 questions and answers free
While the game itself states it only used up 5,5Gb so there was no reason to free anything from the game's point of I verified nf is being loaded by additionally setting dxvk.hud. I assume this is because DXVK reports only the size of the maximum memory available and not the VRAM already claimed by other applications(browser, discord, you name it)?įor Star Citizen I also set it to 6144 to keep it playable for an extended amount of time, but eventually the magical 9,8Gb barrier is reached and bam. The game simply seems to NEED to allocate 8Gb of VRAM, but if I let it do that it crushes the frame rate because in-fact VRAM is completely filled up. I had to DLLOVERRIDE nvapi and nvapi64 for it to accept the max memory set, I guess games can query nvapi for memory? I set maxDeviceMemory to 4096 to have a playable 30ish FPS experience on a 3080FE (10Gb). So what are the alternatives, even with DirectX "emulation" not being 100% correct in its implementation when reporting I verified nf is being loaded by additionally setting dxvk.hud. This probably needs deep driver/kernel/user-space integration and thus cannot be done in Linux.

#Kerbal space program 2 questions and answers driver
As far as I know, Windows reserves up to 512MB to the desktop compositor, and is able to swap out or somehow otherwise remove allocations from VRAM that are not currently in use (the NVIDIA Linux driver does something similar to idle OpenGL allocation by simply invalidating them after some 30 or 60 minutes, which helps a lot with web browser rending surface idling in the background). So we'd probably need something better directly integrated into DXVK other then artificially telling the game that my GPU has less memory. Games can still over-allocate VRAM, with allocations ending up in sysmem, and then I'm seeing PCI bus utilization spike while at the same time fps drops. That said, my work-around isn't 100% bullet proof. Either by a per-game quirk or some heuristics. So they rely on behavior in Windows that's not available in Windows, and DXVK probably needs to account for that. Some games usually over-allocate VRAM by around the amount of VRAM allocated to the desktop. Yes, probably, and that works for the games in Windows - but it doesn't in Linux with DXVK. The games probably base their texture streaming pool size upon what D3D11 reports.
#Kerbal space program 2 questions and answers 64 Bit
There is no folder apitrace-msvc in the 64 bit 7z archive. So I compiled vulkan-1.3.238 and mesa-22.2.4 myself.

I got just around 7 fps when launching a minimal rocket (pod, fuel tank and engine) with low graphics settings.
