Lyall / P3RFix

A fix that adds custom resolutions, ultrawide support and more to Persona 3 Reload.

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[Feature Request]: Direct3D 11 renderer toggle

ActualMandM opened this issue · comments

Feature Summary:

Adding an option to toggle Direct3D 11 rendering in the config.

Is your proposal related to a problem?

Yes. You can't use the -dx11 or -d3d11 launch parameters to launch the game in D3D11 mode. Given other launch parameters don't seem to work, I'm guessing Atlus decided to either block them or had just removed them all.

Describe the solution you'd like

Just a simple Enabled toggle in the P3RFix.ini file for Direct3D 11, which would act as the launch parameters if they happened to work with this game.

I think I've heard that the launch argument only applies to the Steam version, but doesn't work on the MSStore build yeah

I have the Steam version, and it doesn't work there.

Seen some people claim it does, weird

As far as I know, most WinGDK builds of UE4 games do not support any other renderer than DX12. Though according to these Microsoft docs it should be possible.

image

Persona 3 Reload ships with version 4.27.2 so it should theoretically be compatible based on what the docs say. Perhaps given that they force ray tracing on at boot causes some sort of incompatibility. As for the Steam version, I can't speak to that as I don't own it.

Hmm, so changing the default RHI to DX11 and disabling ray tracing in P3R\Platforms\WinGDK\Config\WinGDKEngine.ini causes the game to launch briefly and then crash. According to the brief flash of RTSS, I can see that it is actually running in DX11 mode but it crashes straight away. Perhaps there is some sort of ray tracing cvar that is being set and causing a crash.

image

I just tried changing it in DefaultEngine.ini (replacing via Unreal Essentials) and got the same result.

2024-02-14_08-25-40_CrashReportClient

Editing Engine.ini in the P3R config also results in that. Wonder if it's even possible then...

It's up to the developer whether they build the DX11 module in or not, and even then they'd have to configure it to be visually corrrect. The backend code likely isn't there, so there's not much chance of it working at all.

In that case I think I'll close this issue.