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Gta iv fix Rar 14: A Simple and Effective Method to Fix Your GTA IV Game Files



The PC version allows to import music files for playback in a custom radio station. Rockstar Games has removed some music tracks from the game due to expired licenses. Same with Grand Theft Auto: Episodes from Liberty City. See Restore removed music




Gta iv fix Rar 14




Emissive shaders are known to be broken in the PC release, when compared to both Playstation 3 and Xbox 360.[1][2] See FusionFix for partial fixes. The game has an extensive modding community. See Downgrading.It is also notorious for poor performance (especially on maxed out settings) and frame-pacing issues, even on high-end systems[3]. Lowering settings and/or DXVK are strongly advised.


What does the American dream mean today?For Niko Bellic fresh off the boat from Europe, it is the hope he can escape from his past. For his cousin, Roman, it is the vision that together they can find fortune in Liberty City, gateway to the land of opportunity. As they slip into debt and get dragged into a criminal underworld by a series of shysters, thieves and sociopaths, they discover that the reality is very different from the dream in a city that worships money and status, and is heaven for those who have them and a living nightmare for those who don't.


For all users:Game Booster - It disables unnecessary programs that run on your computer while you are playing a game, you can easily renable all the programs once you finish playing your game. So its safe and easy to use.Contig - Its a defgramentation program that does single folders, so its very handy for optimizing quickly only what you want.


Those operating systems will deliberately park some of your cores which will decrease FPS substantially in CPU eating games like GTA IV. In my GTX570SLI setting I had about 110 FPS ingame onscreen. After changing to GTX680 I was really disappointed as I had meager 60 to 70 FPS. Now that I changed registry settings after reboot I get instantly about 100 FPS ingame (depending on the scene).


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On systems supporting HDR10 color spaces, HDR can now be enabled by setting the environment variable DXVK_HDR=1, or by setting the option dxgi.enableHDR = True in the configuration file. When using vkd3d-proton 2.8 or newer, this will allow D3D12 games to detect and use the HDR10 color space if they support it.


No major Linux desktop environment currently supports HDR. In order to use this on Linux, a Gamescope session with --hdr-enabled is required. This is currently only supported under AMDGPU and requires kernel patches from the josh-hdr-colorimetry branch.


Note: D3D11 support is implemented, but not expected to work in most games as they typically require AMDAGS or NVAPI to set up HDR output, rather than using the corresponding DXGI APIs. Additionally, only Nvidia drivers are expected to work on Windows.


Use of pipeline libraries was extended to pipelines with tessellation or geometry shaders in order to further reduce stutter. Additionally, more features of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter in some situations when MSAA is used, provided that the Vulkan driver supports them.


Note: Current development builds of RADV will expose VK_EXT_graphics_pipeline_library with the features that DXVK needs if the RADV_PERFTEST=gpl environment variable is set. Note that the implementation is not yet complete and does not support shader caching at this time, but it should generally work with DXVK.


For older games that support MSAA, the d3d9.forceSampleRateShading and d3d11.forceSampleRateShading options were added to let users enable sample rate shading for all shaders. This will have a very high impact on GPU-bound performance, but may increase overall image quality in certain games that suffer from specular aliasing or shimmering alpha-tested geometry.


Note: The setup script setup_dxvk.sh was no longer deemed useful and got removed. This change will only affect users who manually install DXVK into a wine prefix, rather than using it through Proton or Lutris.


Many features in this release, especially the shader compilation changes detailed below, require the use of modern Vulkan features, such as Dynamic Rendering, Extended Dynamic State, and Null Descriptors. Due to the significant changes required to make use of them, it was no longer practical to maintain and test code paths for older drivers which do not support these features.


In order to reduce the likelihood of running out of address space in 32-bit D3D9 games, DXVK will now use memory-mapped files to store shadow copies of textures. This allows us to unmap memory that is not being used by the game, thus freeing up significant amounts of address space, up to several hundred Megabytes. See PR #2663 for implementation details.


Note: This change does not affect 64-bit games since address space is not a concern there. It also does not affect D3D10 or D3D11 since resource uploads work differently in those APIs and are much more memory efficient.


On drivers which support VK_EXT_attachment_feedback_loop_layout, reading from an active render target in D3D9 games is now properly supported, which previously caused rendering artifacts on newer AMD hardware and required driver-level workarounds. This affects a number of games, including GTA IV.


The D3D9 alpha test implementation was changed to more closely match the behaviour of Nvidia's implementation, which fixes inaccuracies in various games. The d3d9.alphaTestWiggleRoom option was removed, and games that previously required this option should now work correctly by default.


DXVK previously shipped incomplete implementations of d3d10.dll and d3d10_1.dll, but has not installed them by default since Version 1.6 since wine's implementation provides more features that are needed for D3D10 games to run, including the D3D10 Effects framework.


Since our implementation is incomplete and has not been used by Proton or Lutris for a very long time, DXVK will no longer ship these DLLs starting with this release. The D3D10 API itself is still supported via d3d10core.dll.


While no games are known to use these features directly in D3D11, some games and game launchers rely on feature support being consistent between D3D11 and D3D12 in order to allow users to enable D3D12 in the game options. While our implementation of these feature is generally functional, there may be bugs or performance issues in case a game does use them.


Note: Intel's ANV driver currently does not support the corresponding Vulkan features and is therefore limited to feature level 11_1. This applies to both DXVK and vkd3d-proton.


The implementations of ID3D11DeviceContext were refactored so that immediate contexts and deferred contexts no longer use common entry points. This is closer to Windows behaviour and may improve compatibility to third-party libraries and mods that hook into the D3D11 immediate context specifically, and reduces CPU overhead since some frequently used code paths are now more specialized for each context type.


State clear and restore methods were optimized to further reduce CPU overhead in games that heavily use deferred contexts, e.g. Assassin's Creed: Origins, or explicitly call ClearState frequently, e.g. God of War.


On drivers which support VK_EXT_graphics_pipeline_library, including the IndependentInterpolationDecoration feature, Vulkan shaders will now be compiled at the time the game loads its D3D shaders, rather than at draw time. This reduces or eliminates shader compile stutter in many games.


In games that load their shaders during loading screens or in the menu, this can lead to prolonged periods of very high CPU utilization, especially on weaker CPUs. For affected games it is recommended to wait for shader compilation to finish before starting the game to avoid stutter and low performance. Shader compiler activity can be monitored with DXVK_HUD=compiler.


This feature largely replaces the state cache. If the given Vulkan features are supported, only pipelines that cannot use the pipeline library feature (e.g. pipelines using tessellation shaders) will be written to and read from the state cache, so newly created state cache files will typically only contain a few dozen to a few hundred pipelines, as opposed to thousands or tens of thousands. If the graphics pipeline library feature is not supported, the state cache will be used the same way as it was in older DXVK versions.


Note: Despite our efforts, due to the significant changes under the hood, there may be issues when using an older state cache file under some circumstances. If you experience crashes, please test if the game runs with a clean cache file (DXVK_STATE_CACHE=reset) before reporting a bug.


Work from dxvk-native has been upstreamed in order to facilitate native Linux builds of DXVK, which can be used as a drop-in replacement to port D3D applications without having to change rendering code.


Implemented initial support for shared resources (PR #2516). This fixes video playback in a number of Koei Tecmo games (Atelier series, Nioh 2), as well as the D3D11-based UI in the Windows version of Black Mesa. The required wine patches are currently only available in Proton Experimental. This feature will not be supported on Windows systems. 2ff7e9595c


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