#steam validation rejected in some servers and i cant use dxlevel 81?
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dxlevel launch option is broken if you set dx8, no clue about the other one
ok
btw
i also heard about -vulkan
does it increase fps and does it also have issues
also as a sidenote, if you were already on dx8 you don't need the -dxlevel launch option, the game still runs in dx8, the launch option itself is broken
yeah
generally AMD cards work better with vulkan than DX, but tbh my suggestion for anyone is to just try it and see how it runs
ok
also, I don't know if dx8 visuals work under vulkan, it might run dx9
although if you were just running dx8 for performance and not looks, you might not even need to anymore with the performance improvements the update brought
i think vulkan in windows is locked to dxlevel 92 as it is in linux, but i haven't tested
weird
don't think so
It seems to work with 90, 95, and 100
launches on 80 and 81, game is responsive, but complete black screen
92 seems linux-specific
same as it always has been
hmm
i mean i think it would be locked to 92 since it would be the same logic as linux
because it's also dxvk on windows
can't test it as i don't have windows installed
do you know a way to retrieve what dxsupportlevel the game has actually gone ahead and selected?
I could get a high graphics config and just look for the visual differences between 90 and 95 but I'm sure there's an easier way
ah I see, it's hidden in the output of mat_info
m_nDXSupportLevel
I'll have a look on windows and report findings
yes, type mat_dxlevel in the developer console
not many noticeable differences from 90 to 95
only from 8 to 9 you will see noticeable differences
This only shows the value you have set for dxlevel, even if it's invalid
eg. if you use dxlevel 200, mat_dxlevel will show 200
yes but it reverts to a valid one after launch, no?
nope
hm
do try it
i believe it does not, i remember using dxlevel 100 when it was recommended by mastercomfig and mat_dxlevel would remain on 100 even if i did use the -dxlevel launch option instead of the cmd in the console
if you force -dxlevel through launch options it's guaranteed that it will be what you want
such as -dxlevel 90, -dxlevel 95 etc.
if an option does not work it will fallback to a previous one
*if an option does
not work it will fallback to
a previous one*
you can check the current version by going in the advanced video options
there will be hardware and software level of directx
one of them will be invalid and the other will be correct
have a look at GetClosestActualDXLevel() in materialsystem/shaderapidx9/shaderdevicebase.cpp
@wide crypt has leveled up! (4 ➜ 5)
this is how it selects the actual dx level
it doesn't appear to have changed since
with the exception of the vulkan flag, which I'm looking into
These are my observations on windows + nvidia
without -vulkan
dxlevel ≤ 80:
ShaderAPI: shaderapidx9
m_nDXSupportLevel: 80```
81 ≤ dxlevel ≤ 89:
ShaderAPI: shaderapidx9
m_nDXSupportLevel: 81```
90 ≤ dxlevel ≤ 94:
ShaderAPI: shaderapidx9
m_nDXSupportLevel: 90```
95 ≤ dxlevel:
ShaderAPI: shaderapidx9
m_nDXSupportLevel: 95```
with -vulkan
dxlevel ≤ 89: (black screen, can't see anything at all)
m_nDXSupportLevel: 95```
90 ≤ dxlevel:
```ShaderAPI: shaderapivk
m_nDXSupportLevel: 95```
So it looks to always force dxlevel 95 when using -vulkan
mat_dxlevel doesn't have a max. value on windows afaik
only on linux
hmm, i thought dx8 was bugged without -vulkan too
interesting that it forces dx 95
not sure why it is still dx92 on linux
it's not, only the launch option is
if you set dxlevel in registry, dxlevel 80 and 81 work fine
yeah thought about that
and yeah I guess dxlevel 92 is a hold over from togl
you could switch between 90 and 92 on togl
maybe
92 didn't really do anything
maybe there's some ancient code inside tf2 spaghetti that prevents dx 95 from working on anything that's not native dx
we can't know
togl is open-source, maybe there's something there we could check
i am thinking about creating an issue on source-1-games to ask about 92 vs. 95 on linux, what do you think? @wide crypt
go for it, not sure whether anyone would know or answer
maybe mastercoms would know
all I know is 95 has never been possible through togl
maybe the guy that it's working for valve rn (forgot his name, starts with J) could take a look at it
not sure
Joshie
yeah, thanks
is it ok if i mention your results in the issue? i will make sure to credit you
I don't care
and I don't need credit
anyone can check this by typing mat_info in console
on windows
while changing dxlevel and use of -vulkan
fyi on linux it reports ShaderAPI: shaderapivk
wait
now i have seen m_nDXSupportLevel, didn't see it before
it reports m_nDXSupportLevel: 95 on linux too
🗿
weird, mat_dxlevel seems to be obsolete then
hum
I always play on dx8 so I can't describe them
i know mcoms doesn't recommend mat_dxlevel
but I can tell the difference when I look enough
I wonder if the linux version with dxvk is using 90 or 95 then
i guess mat_info is more accurate than mat_dxlevel, but i can't be sure
I think it shows at 95 because 100 fallbacks to 95 which is the maximum supported version
so mat_info is technically correct
yeah I guess
100 just has some limits raised to actual device caps or whatever
but still technically 95?
98 and 100 are used for x360 afaik, probably to remove some weird limit on the xbox 360 version of the game
seems to do nothing on pc
100 is unfinished
I guess the mat_info dxlevel is computed by CShaderDeviceMgrDx8::ComputeDXSupportLevel()
98 is x360
it only takes into consideration what version of pixel / vertex shaders are supported
to come up with that number
so it might not be fully indicative of dxlevel
do you know what 100 does aside from uncapping some device limits?
spaghetti monster
i think valve will drop support for dx8 after the 64 bits update and consider it legacy/deprecated
but that's just a guess
unfortunately no
dx8 kinda already was deprecated, they just haven't done anything to break it until now
Crowbar still generates directx 8 VTX files for models, out of curiosity
I hope not, dxlevel 81 runs markedly better for me
and I don't mind the way it looks
if they remove dx8 your game will run better
yeah
perhaps if they massively overhaul things
removing deprecated code tends to improve performance for newer code
I can't imagine there are many dxlevel related checks that are actually the current bottleneck
or contribute much to it
valve can't add some multicore improvements from L4D while dx8 is still there
they actually said this themselves
on an old blog post
I wonder what the technical reason is
dx8 is bad, thats why 
thats on all systems
its intentional
they actually went back and added it to the patchnotes
yeah i saw it but the patch note didn't state the value was reset on start-up
well, the default changing is resetting might not be
but it causes issues on linux to have it on 0
yep
so I guess anyone who wants 0 would have to put it in autoexec
also raw input ui has been hidden from the linux version
good
I suppose there aren't many people who use 0 anyways
yes
not sure if it resets on start-up on windows too
i guess it does not, since raw input UI is visible there
0 was the default before the update
many people may feel weird mouse behaviour
but i mean, it's the default in most games
even old games have it on by default
https://github.com/ValveSoftware/Source-1-Games/issues/5797 @wide crypt sent a simpler issue
It's maybe worth noting that there isn't really such a thing as DirectX version 9.5
or rather that Valve's dxlevels or 'dxsupportlevels' in the source engine are only kind of roughly outlining features that correspond with a version of the DirectX standard
eg. for tf2, it seems like the important thing for dxlevel 95 over 90 is support for shader model 3.0, which was introduced in DirectX 9.0c as standardized by microsoft and implemented by the vendors like NVIDIA and AMD and whatnot
i heard people in game saying that the 64bit update made their aim worser is it true
It's possible they were previously using m_rawinput 0, the update changed it to 1 by default
oh
If not that, and not the libsdl double sens issue on linux, not sure what else it could be
the update changed mouse acceleration back to 1
Well m_rawinput would bypass any windows' acceleration typically
if so the. It’s prob the reason why I aim worser but
I feel like it’s just cuz I took a break
Try toggling m_rawinput to see if it feels how you're used to or not
ok
If you don't remember what you had it set to prior to the update
Should be no change in that regard then
The update enabled it by default
If you already had it enabled -- no change
hopefully it’s the reason why my flicks feel a bit worser
cuz I only took a 2 day break
to socialize with my friends
my aim is starting to feel way better now
You know I just played some and the sensitivity actually does feel slower
It didn't in the beta
Maybe it's massive placebo, I'll look more tomorrow
raw input makes your sensitivity feel slower if you have been accustomed to having it off
I always have it on
no change there
like I said it's probably placebo, I haven't slept in 48 hours
I'll look into it tomorrow
i always have raw input but it felt slower to me too, way slower, i just changed to 0 back to 1 and it fixed it
do you play on Linux? if yes, then it's because of the SDL2 library update
my aim feels so much worser
Yes
yep, SDL2 was updated to fix a problem with mouse sensitivity
have a read here https://github.com/ValveSoftware/Source-1-Games/issues/5666
tl;dr test with the double of your current sensitivity, should fix the issue
I just switch raw input back and forth without changing my sens and it fixed it
I suppose on windows there's really no reason for them to have changed the inputsystem at all
unlike linux where libSDL was upgraded even if the only noticeable difference should be the double sens bug fixed
so likely placebo and mouse input is identical on windows as it was pre-beta
ok
I think it's the same on Windows apart from enabling raw input by default
enabling it by default is the right move IMO
dunno if Windows uses the SDL2 library, I guess it does not and instead has a proprietary library unique to Windows
after the 64bit update I saw I think a 100+ extra fps
what are good graphics card that are not too expensive
I was told to get an amd rx 580 cuz they said it was near the price of my amd radeon pro wx 2100 and when I got it and made a post to see if it is really good I was told that it was cheap but when I got it and asked other people how good it was all they said was that my bills would increase and that it wasn’t that good
If you're asking for tf2, it really doesn't matter, even rx580 is already overkill
For other games I recommend just to look up benchmarks and look up prices in your region
^ this, tf2 is heavily CPU bottlenecked, so its pretty unlikely (or at least was prior to this update) that you need a new GPU to get more fps in tf2
@wide crypt dxlevel was changed, poggers
^ on linux
still 92
but default 100 now
now it reports m_nDXSupportLevel: 100 from mat_info
Looks like on windows m_nDXSupportLevel is also now forced to 100 while using dxvk
Previously, it was forced to 95
When not using dxvk, everything seems as it was before
I'm curious, on linux does it look like 95/100, or does it look like 90? Maybe I'll test it later on.
With ToGL, there was no way to get the dxlevel 95 look on linux
I think the differences are too small to be noticeable
No they're noticeable, on high graphics anyways
I'm a dxlevel 81 player so I can't tell you what to look for (don't remember), but the difference is there
I'll look at it when I have some time
If I remember correctly the rocks on badwater look fairly different from dxlevel 90 to 95
With aniso texture filtering
the players doesn’t look as wide as b4nnys cuz im using the same resolution and I’ve realized that his player models are wider than mine
nvm it looked the same
I didn't remember correctly
the rocks look identical on dxlevel 90 and 95
In fact pretty much everything does
I'd imagine there are slight differences somewhere when shader model 3.0 support is enabled vs disabled but to be honest I don't know where to look
i mean i've never really noticed any
if there are any differences, they're not noticeable in gameplay
did the 64bit update do anything with the bots I haven’t touched casual enough in a long time cuz of f2p
it screwed with them temporarily
Yeah I'm not seeing any either, I swear in the past I have
Maybe it's because I used an intel gpu when I used to play on dxlevel 90, and nvidia on dxlevel 95
I'm not sure
TF2 64BIT UPDATED CAUSED MY HITREG TO BE 10X WORSER REAL
wha
lies!
video or it didn't happen
I wanna make a YouTube video with that title and have me missing my shots on purpose