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Game was in dx11 before. Going back or staying with dx9 now?
Same problem. The game starts in d3d9 mode
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rusa13: Same problem. The game starts in d3d9 mode
There is a file missing in the x64 folder: Direct3D11.dll
It therefore defaults to d3d9, please fix this GoG.

Edit: So we now have the choice of running Grim Dawn as x32 in dx11 or x64 in dx9...
Post edited March 18, 2019 by TethtorilB1
Hi all.

I would like to ask how can I confirm if Grim Dawn runs in Dx9 or Dx11?
I can confrim whether it runs the x86 or x64 version, by opening the file location of the .exe, when Grim Dawn is running, but I can't find anything hinting on which version of Dx is being used, regardless of the .exe used or the missing Dx11 .dll from the x64 file.

Thanks.
Post edited March 19, 2019 by Fate-is-one-edge
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Fate-is-one-edge: Hi all.
I would like to ask how can I confirm if Grim Dawn runs in Dx9 or Dx11?
I can confrim whether it runs the x86 or x64 version, by opening the file location of the .exe, when Grim Dawn is running, but I can't find anything hinting on which version of Dx is being used, regardless of the .exe used or the missing Dx11 .dll from the x64 file.
Thanks.
I use Afterburner to check which DirectX version is being used (or OpenGL).
(Apart from monitoring GPU and CPU temps and usage.)
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Fate-is-one-edge: Hi all.
I would like to ask how can I confirm if Grim Dawn runs in Dx9 or Dx11?
I can confrim whether it runs the x86 or x64 version, by opening the file location of the .exe, when Grim Dawn is running, but I can't find anything hinting on which version of Dx is being used, regardless of the .exe used or the missing Dx11 .dll from the x64 file.
Thanks.
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TethtorilB1: I use Afterburner to check which DirectX version is being used (or OpenGL).
(Apart from monitoring GPU and CPU temps and usage.)
Hi ThethtorilB1.

Thank you for replying.
Can you tell me what is the deviation on CPU load and temperature you usually notice, between running the Dx9 and Dx11 version of the proccess?

Thanks.
Post edited March 19, 2019 by Fate-is-one-edge
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TethtorilB1: I use Afterburner to check which DirectX version is being used (or OpenGL).
(Apart from monitoring GPU and CPU temps and usage.)
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Fate-is-one-edge: Hi ThethtoriLB1.
Thank you for replying.
Can you tell me what is the deviation on CPU load and temperature you usually notice, between running the Dx9 and Dx11 version of the proccess?
Thanks.
Just did a very small test on the starting position at Devil's Crossing:
60 fps cap via RTSS on 144 gsync monitor: (1440p)

x32 DX11 : GPU load 48 CPU load 18
x64 DX9 : GPU load 45 CPU load 22

(This is on a 1080, 8600k@4800)

Edit2 : temps are the same, always below 60 for GPU and around 45 for CPU)
Post edited March 19, 2019 by TethtorilB1
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rusa13: Same problem. The game starts in d3d9 mode
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TethtorilB1: There is a file missing in the x64 folder: Direct3D11.dll
It therefore defaults to d3d9, please fix this GoG.

Edit: So we now have the choice of running Grim Dawn as x32 in dx11 or x64 in dx9...
Did you know, the Steam version has the same problem?
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Fate-is-one-edge: Hi ThethtoriLB1.
Thank you for replying.
Can you tell me what is the deviation on CPU load and temperature you usually notice, between running the Dx9 and Dx11 version of the proccess?
Thanks.
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TethtorilB1: Just did a very small test on the starting position at Devil's Crossing:
60 fps cap via RTSS on 144 gsync monitor: (1440p)

x32 DX11 : GPU load 48 CPU load 18
x64 DX9 : GPU load 45 CPU load 22

(This is on a 1080, 8600k@4800)

Edit2 : temps are the same, always below 60 for GPU and around 45 for CPU)
Hi again ThethtorilB1.

My CPU is a Ryzen 5 2600.
My observations in the area of Devil's Crossing are the bellow ;
x86 - Dx11, Average CPU temperature 52 degrees Celsius - Average CPU usage 16% - Average RAM usage 3.4GB
x86 - Dx9, Average CPU temperature 52 degrees Celsius - Average CPU usage 20% - Average RAM usage 3.4GB
x64 - Dx9, Average CPU temperature 52 degrees Celsius - Average CPU usage 20% - Average RAM usage 3.8GB
So regarding temperature, it seems to be irrelevant in a comparison between using Dx9 or Dx11, while the difference in CPU usage is 4% higher when using Dx11, as well as the RAM usage is 12% higher. Also Dx11 looks perceivably better to me, especially on effects, lights and shading.
In conclusion, the difference in the % of CPU usage is somewhat small. Same goes for the RAM usage.
People who still run the game on a 32-bit OS will have to upgrade to a 64-bit version of their OS and add more RAM to see any improvement on gameplay anyway, let alone run any mods (if there are any for this game).

Thank you for sharing your observations.

P.S.; Copy pasting the Dx11.dll of the 32-bit version into the 64-bit version directory does and will NOT run a x64-Dx11 version of the game, as some might have known or noticed already.
Post edited March 19, 2019 by Fate-is-one-edge
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TethtorilB1: There is a file missing in the x64 folder: Direct3D11.dll
It therefore defaults to d3d9, please fix this GoG.

Edit: So we now have the choice of running Grim Dawn as x32 in dx11 or x64 in dx9...
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rusa13: Did you know, the Steam version has the same problem?
Hi rusa13.

I just visited the Steam forums and no one seems to have posted anything about it.
Is this an indication that the PC master race resides in the GOG.com forum?
;P
Post edited March 19, 2019 by Fate-is-one-edge
Well, I don't know about you but I have Direct3D11.dll in my Grim Dawn folder!
Did a complete uninstall/reinstall after patch 1.1.0.0. came out!
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GlorFindel: Well, I don't know about you but I have Direct3D11.dll in my Grim Dawn folder!
Did a complete uninstall/reinstall after patch 1.1.0.0. came out!
Hi GlorFindel.

There are a Dx9.dll and a Dx11.dll located in the "Grim Dawn" folder, for the 32-bit version.
The respective Dx9 and Dx11 .dlls for the 64-bit version should be located under the "x64" subfolder, alas the Dx11.dll is missing. Does your installation include the Dx11.dll in the "Grim Dawn -> x64" folder path in the 1.0.1.1 version release?
Post edited March 19, 2019 by Fate-is-one-edge
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GlorFindel: Well, I don't know about you but I have Direct3D11.dll in my Grim Dawn folder!
Did a complete uninstall/reinstall after patch 1.1.0.0. came out!
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Fate-is-one-edge: Hi GlorFindel.

There are a Dx9.dll and a Dx11.dll located in the "Grim Dawn" folder, for the 32-bit version.
The respective Dx9 and Dx11 .dlls for the 64-bit version should be located under the "x64" subfolder, alas the Dx11.dll is missing. Does your installation include the Dx11.dll in the "Grim Dawn -> x64" folder path in the 1.0.1.1 version release?
Here is the contents of x64 directory!

https://i.imgur.com/1chpnBM.png
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Fate-is-one-edge: Hi GlorFindel.

There are a Dx9.dll and a Dx11.dll located in the "Grim Dawn" folder, for the 32-bit version.
The respective Dx9 and Dx11 .dlls for the 64-bit version should be located under the "x64" subfolder, alas the Dx11.dll is missing. Does your installation include the Dx11.dll in the "Grim Dawn -> x64" folder path in the 1.0.1.1 version release?
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GlorFindel: Here is the contents of x64 directory!

https://i.imgur.com/1chpnBM.png
Sorry, but Direct3D11.dll is missing from your folder.
Since you have dll's and exe's 'hidden' it should show up as "Direct3D11" just like "Direct3D" does in your x64 folder.
When you start the game from Galaxy it runs therefore in 64bit Dx9.
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GlorFindel: Here is the contents of x64 directory!

https://i.imgur.com/1chpnBM.png
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TethtorilB1: Sorry, but Direct3D11.dll is missing from your folder.
Since you have dll's and exe's 'hidden' it should show up as "Direct3D11" just like "Direct3D" does in your x64 folder.
When you start the game from Galaxy it runs therefore in 64bit Dx9.
If you say so, I am not that tech savvy to disagree. And have no way/knowledge to check what version is running.
But there definitely is Direct3D11.dll in Grim Dawn folder.
Post edited March 19, 2019 by GlorFindel