Как запустить vulkan в left 4 dead 2

Обновлено: 05.07.2024

18 июн в 21:19

Vulkan shaders have to be compiled on the fly. While you can download shaders I don't think all are downloaded as sometimes even with the shaders compiled you will get stutters in new areas the firs time you enter them. This happens with almost all vulkan games and the more shaders there are the more likely it is to happen. After the initial compiling you should not have any stutter when you enter that area again.

>Was vulkan even needed

Needed no, but vulkan is actually a better api than DX so the performance should be better

19 июн в 1:33

Any card running any shader-on-demand renderer; whether vulkan or 12 will sutter until every shader is accounted for and included in the proper caching space.

This is normal

If you have a program that clears that cache, welp get used to stuttering until they recompile again.

Vulkan runs on average 50% faster than dx9L compliant emulation under any DX. This actually actually won't do ♥♥♥♥♥♥♥♥♥ for your max fps since the game is capped at 360 fps or sth like that normally, but it will bring up your minimum fps by 50% which is a big ass deal, especially since l4d uses the cpu to calculate physics and ballistics. If your cpu isn't waiting for screen updates, registering hits, location damage and position will be that much faster.


Demonstrably and factually false. What it is, is more efficient. It is not any class of "better" or more robust than DX, and suffers from all the same issues any other API AMD starts and then promptly abandons a year later aka pretty much everything else they've done like OpenCL. 19 июн в 1:50 Yeah currently it is stuttering for seemingly everybody. Im sure it will be fixed soon. 19 июн в 7:15 dunno why for me using vulkan gives me much worse frame rates and constant stuttering even after playing the map the second time which in theory the shaders shouldn't need to compile again 19 июн в 8:55

Any card running any shader-on-demand renderer; whether vulkan or 12 will sutter until every shader is accounted for and included in the proper caching space.

This is normal

If you have a program that clears that cache, welp get used to stuttering until they recompile again.

Vulkan runs on average 50% faster than dx9L compliant emulation under any DX. This actually actually won't do ♥♥♥♥♥♥♥♥♥ for your max fps since the game is capped at 360 fps or sth like that normally, but it will bring up your minimum fps by 50% which is a big ass deal, especially since l4d uses the cpu to calculate physics and ballistics. If your cpu isn't waiting for screen updates, registering hits, location damage and position will be that much faster.

Demonstrably and factually false. What it is, is more efficient. It is not any class of "better" or more robust than DX, and suffers from all the same issues any other API AMD starts and then promptly abandons a year later aka pretty much everything else they've done like OpenCL.

Ok so I used "better" instead of "efficient". However as you said just above it will be a great benefit so in this case better works in this context as well.

The point being performance will/should be better with vulkan than DX.

I think you might be splitting hairs here as we are both in the end saying the same thing. Vulkan should be a net gain to the game, esp if you have a lower end system.

Now if they could just get vulkan applied to TF2 that game would see an even greater benefit as TF2 uses even more cpu resources than L4D.

19 июн в 9:03

I'm having similar but maybe worse issues. I hadn't played in a while, and wanted to hit it and quit it. Game loads up normally, but within 10 seconds the game crashes back to the desktop. If I try to move before the crash it stutters BAD. The only thing I can think of is I followed a guide to install extra Radeon rpms to allow for gpu rendering in Blender. But other valve games work, HL2, TF2, etc. Any idea how to run the game without Vulkan enabled?

Ryzen 9 3950X
64G memory
AMD RX590

19 июн в 9:11 Yeah currently it is stuttering for seemingly everybody. Im sure it will be fixed soon.

It's not something that needs to be fixed, it is the nature of the API, it has to compile the shaders which can cause some stuttering.

One thing you might be able to do to help on your end is to enable "Shader Pre-Caching" in your Steam settings. This will pre-download the shaders and compile them before you start the game. There will be a delay when you start the game for the first time as they are all compiled (don't hit skip on the window or you will defeat someof the purpose of downloading them in advance) and a much shorter delay when you start the game afterwards as they are partly recompiled again- tho this may only apply to nvidia users, amd may not have the delay on subsequent launches I have been told.

There is also an option to "Allow background processing of Vulkan shaders" but in my experience this is not work it to enable in most cases. It will recompile all your games every time you reboot so if you have a lot of games that are using Vulkan it is not worth it imo as it recompiles every game and you are not likely to play them all before the next reboot. This may also be different with nvidia vs amd as well if it is correct that amd doesn't have the "short recompile" at every launch.

I have very many of my games that are using Vulkan so if L4D2 is the only one you have background compiling might be worth it for you, for me with at maybe half my library needed vulkan shaders it is not worth the cpu time to compile for all of them when I am only likely to play one or two. The exception is when I have a video driver update (they are specific to driver versions so major video driver updates will cause the shaders to recompile of if I have a game with a large number of shaders download and I have to recompile them again. (Borderlands 3 for example has about 5GB of shaders so it's worth is to let it go in the background while I am browsing and doing other non-game things than to wait 20-ish minutes for it to completely recompile from scratch when I launch the game)

19 июн в 9:13

I'm having similar but maybe worse issues. I hadn't played in a while, and wanted to hit it and quit it. Game loads up normally, but within 10 seconds the game crashes back to the desktop. If I try to move before the crash it stutters BAD. The only thing I can think of is I followed a guide to install extra Radeon rpms to allow for gpu rendering in Blender. But other valve games work, HL2, TF2, etc. Any idea how to run the game without Vulkan enabled?

Ryzen 9 3950X
64G memory
AMD RX590

If you did not specifically enable vulkan in the launch options then you are not using it.
Vulkan is not enabled by default because if you have an older card it likely doesn't support Vulkan so the game will not even start or will start with a black screen if you don't have vulkan support on your card. This could cause many people who were able to run the game before the update to suddenly not be able to play anymore so enabling vulkan has to be optional.
If you did not set it in the launch options and are having crashes then you have a completely different issue. If you did set it just remove the launch option and it will default back to opengl or dx

I would try to verify the game files in case the update was corrupted. If that doesn't work maybe try a reinstall.

22 июн в 5:04 Игра не запускается через "Vulkan". (The game does not launch through Vulkan.)

Игра не запускается, если в параметрах запуска прописать "-vulkan". Недавно это функцию добавили с обновлением, для стабилизации. Но когда прописываю команду в параметрах запуска, игра не запускается, просто завершается, даже не показывая черный экран или какую-нибудь ошибку, что делать ? Дота 2 с таким режимом запускалась.

The game does not start if "-vulkan" is specified in the launch parameters. This feature was recently added with an update to stabilize it. But when I write the command in the launch parameters, the game does not start, it just quits without even showing a black screen or some kind of error, what should I do? Dota 2 was launched with this mode.

We've only just seen a new release of the Direct3D to Vulkan translation layer DXVK, and now it's powering Left 4 Dead 2 with a fresh free upgrade out now.

Much like we saw with DXVK being added to Portal 2, this new rendering mode is optional. It can be enabled by adding "-vulkan" as a command line option. To do so: right click the game and go to Properties, ensure you're on the General tab on the left, then enter "-vulkan" (without quotes) in the Launch Options box.


There's plenty else that's new including:

- Better support for ultrawide monitors in the UI and game (requires Vulkan if using Linux)
- Marked the game as DPI-aware for high DPI displays.
- Improved default settings for window size and type.
- Improved full-screen quad rendering performance.
- Made captions anti-aliased
- Marked fps_max and viewmodel_fov as FCVAR_RELEASE.
- Cvars 'survivor_incap_health' and 'survivor_incap_decay_rate' can now be changed after startup.
- New cvar 'charger_pz_claw_damage'; functions the same as equivalent melee cvars for other specials.
- New archived cvar "addons_hide_conflict_dialog" suppresses the warning dialog in the addons screen. Any conflicting addons will still be highlighted in red with conflicts printed to the console.
- Added an FOV slider to the Multiplayer settings.
- Added a +bench_demo [name] command line parameter which will run a demo, and quit after it is finished.
- Added a -bench_settings [name] command line parameter to load a cfg/video_bench_.txt file containing settings to load. There are a set of defaults provided, very_high_4k, very_high, high, medium and low.
- Lobbies that connect via a forced server IP are not considered for "Official Only" Quick Match searches.
- Overhauled UI usability on controller
• Added controller button icons across the UI.
• Made confirmation prompts accessible on controller.
• Now able to select mutations on controller.
• Now able to fully manage lobbys on controller.
• Now able to manage addons on controller.
• Now able to browse achievement details on controller.
• The game instructor (in-game hints) now shows controller buttons and hints.
• Added a flashlight binding to the default controller config.
• Made the intro video skippable by any button on a Steam Controller.

Plus a bunch of bug fixes, some of which are Linux specific including a startup crash, possible text corruption fixes for UTF-8 conversion, addon info being truncated "much earlier on Linux", the Windowed (No Border) option should now work on Linux plus a bunch of new scripting hooks for modders.

What's the point in adding Vulkan like this? Well, the original ports from Valve used a layer called ToGL which translated the original Direct3D rendering to OpenGL. With the Vulkan launch option this would replace it. It should give better overall performance, and hopefully smoother framerates. Perhaps even helping with lower end hardware, like an upcoming SteamPal handheld which would make sense for all the controller fixes.

We've only just seen a new release of the Direct3D to Vulkan translation layer DXVK, and now it's powering Left 4 Dead 2 with a fresh free upgrade out now.

Much like we saw with DXVK being added to Portal 2, this new rendering mode is optional. It can be enabled by adding "-vulkan" as a command line option. To do so: right click the game and go to Properties, ensure you're on the General tab on the left, then enter "-vulkan" (without quotes) in the Launch Options box.


There's plenty else that's new including:

- Better support for ultrawide monitors in the UI and game (requires Vulkan if using Linux)
- Marked the game as DPI-aware for high DPI displays.
- Improved default settings for window size and type.
- Improved full-screen quad rendering performance.
- Made captions anti-aliased
- Marked fps_max and viewmodel_fov as FCVAR_RELEASE.
- Cvars 'survivor_incap_health' and 'survivor_incap_decay_rate' can now be changed after startup.
- New cvar 'charger_pz_claw_damage'; functions the same as equivalent melee cvars for other specials.
- New archived cvar "addons_hide_conflict_dialog" suppresses the warning dialog in the addons screen. Any conflicting addons will still be highlighted in red with conflicts printed to the console.
- Added an FOV slider to the Multiplayer settings.
- Added a +bench_demo [name] command line parameter which will run a demo, and quit after it is finished.
- Added a -bench_settings [name] command line parameter to load a cfg/video_bench_.txt file containing settings to load. There are a set of defaults provided, very_high_4k, very_high, high, medium and low.
- Lobbies that connect via a forced server IP are not considered for "Official Only" Quick Match searches.
- Overhauled UI usability on controller
• Added controller button icons across the UI.
• Made confirmation prompts accessible on controller.
• Now able to select mutations on controller.
• Now able to fully manage lobbys on controller.
• Now able to manage addons on controller.
• Now able to browse achievement details on controller.
• The game instructor (in-game hints) now shows controller buttons and hints.
• Added a flashlight binding to the default controller config.
• Made the intro video skippable by any button on a Steam Controller.

Plus a bunch of bug fixes, some of which are Linux specific including a startup crash, possible text corruption fixes for UTF-8 conversion, addon info being truncated "much earlier on Linux", the Windowed (No Border) option should now work on Linux plus a bunch of new scripting hooks for modders.

What's the point in adding Vulkan like this? Well, the original ports from Valve used a layer called ToGL which translated the original Direct3D rendering to OpenGL. With the Vulkan launch option this would replace it. It should give better overall performance, and hopefully smoother framerates. Perhaps even helping with lower end hardware, like an upcoming SteamPal handheld which would make sense for all the controller fixes.

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