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Exactly the same conditions, same steps as I described earlier. I ask this because I just re-tested with the original D3D renderer. Once you click back into the game, focus is switched and it can go back to functioning normally. Vulkan however can handle this much more gracefully and keep the fullscreen window open but with focus lost the game specific cursor isn't interacting with your current mouse input. The thing is you won't typically see it in GTA IV because unlike Vulkan, D3D9 really doesn't like switching to borderless windowed mode when the user switches focus away from the game so it completely collapses and minimizes to the taskbar. It happens even with regular D3D under the right conditions. What you're describing and looking at it simply what happens when game isn't in focus. I've managed to record an apitrace eventually: Log files I followed the instructions posted on Wiki, don't know what else I can do to obtain an apitrace file. And yes, I've reinstalled Visual C++ Redistributable for Visual Studio 2015, both x86 and 圆4 versions.
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It says MSVCP140D.dll, VCRUNTIME140D.dll and UCRTBASED.DLL are not found. Unfortunately I cannot generate apitrace.
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Game: Grand Theft Auto IV: The Complete Edition v1.2.0.43.It's easy to figure out when the game decides to stop given that it takes way more time than regular loading screen. Usually loading screens take a few seconds, like 3-5 seconds, but when the game decides to crash/freeze, it will stay longer, like ~10 seconds. (no -managed = ~3.GTA IV runs smoothly with DXVK, but sometimes it will crash/freeze after going on a mission, during the loading screen. In my case its letting the game use far more VRAM and it stutters far, far less. Managed - This one is the one that completely stopped the stuttering, apparently it lets the D3D runtime manage resources (in our case DXVK). Reservedapp 0 means the game wont try to save system RAM for other applications (fine since 64bit and 8+ GB of ram is common now, game will only ever use 4GB since its 32bit) Going by the PCGW explanation for these 2: nomemrestrict, -norestrictions, -percentvidmem 100 and -availablevidmem 11264 are all to get the game to see the 11GBs of VRAM on my GPU width and -height here are self-explanatory - I'm using DSR to downscale that to 2560x1440 Resolution wouldn't go higher than managed to fix these with some changes to nf and adding a commandline.txt file to the base directory of the game:Ĭommandline.txt: -width 3840 -height 2160 -nomemrestrict -norestrictions -percentvidmem 100 -availablevidmem 11264 -reservedApp 0 -managed I was getting some extra stutters with DXVK enabled that I wasn't with the games' stock D3D9 (really bad constant stuttering while driving past central park in algonquin)
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Thanks for posting dude, I've gone from 60-70 fps in certain places to an almost locked 120fps with very few stutters! This is a direct link to the file (save as): Then put it in the GTA folder with the dlls. If you get stuttering that you don't normally get, get a copy of nf from the github repo, change the maxframelatency settings I listed above, and uncomment the two lines (remove the # marks).
#GTA 4 LOADING SCREEN LAMA DI WINDOWS 10 DOWNLOAD#
Just download the latest dxvk, extract it and copy d3d9.dll and dxgi.dll from the x32 folder into the folder that contains GTAIV.exe Worth a try if you are going to play this game. There is still some stuttering while driving around as things are loaded in. I had stuttering at first that wasn't present with dx9, until I set these options in nf: dxgi.maxFrameLatency = 1 Screens taken at 1440p very high settings on an RX 5700.įramerate is about 50% higher pretty much across the board. However as of the latest version, I've been seeing some big performance gains in some old games. For the most part it has worked surprisingly well, but with no real benefit. Despite the fact that dxvk is not intended for use on windows, I've been trying it out on some games from time to time.