About this mod
Latest release of DXVK and its HDR variant. Preconfigured for FNV compatibility.
Requirements
This mod does not have any known dependencies other than the base game.
Permissions and credits
Author's instructions
Copyright (c) 2017-2021 Philip Rebohle Copyright (c) 2019-2021 Joshua Ashton zlib/libpng license This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: – The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. – Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. – This notice may not be removed or altered from any source distribution.
File credits
doitsujin Joshua Ashton Sporif Ph42oN Lilium Wall_SoGB
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 2.3
https://github.com/doitsujin/dxvk/releases/tag/v2.3
Self-compiled version in order to include debug symbols for crash logs
Enabled seamless cubemaps
16/03/2024 - Reupload official with official compiles. (MSVC increases memory footprint, and DXVK crashes are rare enough to not need debug symbols).
Version 2.2 - HDR - 0.2.1
https://github.com/EndlesslyFlowering/dxvk/releases/tag/v2.2-HDR-mod-v0.2.1
Version 2.2 - HDR - 0.1.1
https://github.com/EndlesslyFlowering/dxvk/releases/tag/v2.2-HDR-mod-v0.1.1
Version 2.2
https://github.com/doitsujin/dxvk/releases/tag/v2.2
Version 2.1.4
Version 2.1.3
Fixed cache with GPL disabled.
Version 2.1.1
Switched to Ph42oN's async version.
Version 2.1
https://github.com/doitsujin/dxvk/releases/tag/v2.1
Version 2.0
https://github.com/doitsujin/dxvk/releases/tag/v2.0
Version 1.10.3
https://github.com/doitsujin/dxvk/releases/tag/v1.10.3
Version 1.10.1
https://github.com/doitsujin/dxvk/releases/tag/v1.10.1
Things about DXVK you must acknowledge: DXVK improves performance in mainly draw call (CPU) bound scenarios (e.g. draw distance), and usually doesn't help much in GPU bound ones (e.g. resolution) It is possible that DXVK won't change anything for you, or even make things worse DXVK 2.0 and higher require : A Vulkan 1.3 compatible driver A VK_EXT_robustness2 driver extension Generally almost all modern (2015+) GPUs support them, but if you'd like to sanity check yours, use GPU-Z , and go to the Advanced tab -> Vulkan section. Those functionalities are a part of your GPU driver, so make sure you have the latest available version . Keep in mind that even with those conditions met, DXVK 2.0+ may not work correctly for you, due to its Linux-based nature. DXVK's GPU compatibility varies between manufacturers Nvidia GPU laptops must use the DXGI interop .Using it on desktops is not required, but highly recommended for the most optimal experience AMD GPUs must use the DXGI interop , otherwise they will suffer from severe performance issues or fail to launch the game.Shader issues are more common on Windows compared to other GPUs (situation is completely reversed on Linux). Intel GPUs from 6th Gen and newer can work provided you have newest drivers installed.DXVK is broken past the 1.10.1 version. Don't expect a big performance difference, if any, since the game will still be mostly GPU bound. Arc GPUs should work fine, but are untested. Fallout New Vegas has some known shader issues or quirks. They are not guaranteed to happen (getting rarer with DXVK updates), but they can occur: Transparency multisampling uses dithering - (DXVK handles alpha to coverage differently than drivers) Blood decals can suffer from color overflow and turn white - uncommon, most reports come from AMD GPUs, but issue can appear on Nvidia Due to DXVK's nature it relies on shader cache, which is compiled during the first use of that shader. Because of that you can experience increased short stutter at the beginning of your playthrough. This is completely normal and will not reoccur after compilation has finished. DXVK-GPLAsync patch by Ph42oN and Sporif alleviates this problem thanks to making the compilation asynchronous. DXVK 2.0 and newer precompile shaders on launch, although at the time of writing, on Windows, this feature is Nvidia only. Ph42oN's async patch uses both methods, so it's safe to use on all GPU manufacturers. HDR Mod HDR-Mod is a DXVK mod made by Lilium (aka EndlesslyFlowering) and Wall_SoGB with the intention of adding HDR functionality to D3D9 games. Effectively it does 2 major things:Displays the game at bit depth higher than 8. Upgrades render targets to 16 bits. This allows for HDR output and eliminates color banding from the game.DXVK doesn't perform any HDR tone mapping, so you need to use Pumbo's ReShade AutoHDR or Special K (Nvidia only) for that. Known quirks and issues Any images produced by the game that were meant to be in 8 bit (screenshots, save images) are distorted due to lack of color conversion. This is purely visual and doesn't affect gameplay.HDR Save Image Patch and New Vegas Reloaded fix save images. For screenshots it's recommended to use Game Bar, Steam (Beta) or your tone mapping utility. Installation Extract/open the archive and drag
d3d9.dll and
dxvk.conf to the game’s root folder.
Credits doitsujin Joshua Ashton Sporif Ph42oN Lilium (EndlesslyFlowering) Wall_SoGB Source Code DXVK DXVK - Async DXVK - GPLAsync DXVK - HDR Mod