Star Citizen PU 3.13 Bugapalooza Live stream in 4k60 HDR! with Vulkan mod!
Steps on how to get Vulkan setup with Star Citizen:
1: Download DXVK from https://github.com/doitsujin/dxvk/releases
2: Download 7zip from https://www.7-zip.org/download.html
3: Unpack DXVK twice so you get two folders one 32bit and one 64bit
4: Copy all the dll's from 32bit folder into main bin64 folder of Star Citizen LIVE Folder.
5: Install Vulkan Runtime from https://vulkan.lunarg.com/sdk/home#windows
6: Launch Star Citizen
7: Remember to delete the "shaders" folder located in the "StarCitizen\LIVE\USER" folder
Source: Youtube & Reddit
https://youtu.be/eJ518Z4nCRU
https://www.reddit.com/r/starcitizen/comments/nuys0m/using_vulkan_under_windows_on_star_citizen/
UPDATE: I am not convinced that this session did use Vulkan as I have not had a way to verify that fact. However for those that would prefer to hold and wait. Here is a dev post quote for your review:
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"Hey, as of now we are already utilizing all cores. However, there are two threads (Main Thread and Render Thread) which have a very high utilization depending where you are in the game.
In draw call heavy scenes like Lorville, Newbab etc. the game is mostly bottlenecked by the RenderThread. This is quite a big dealbreaker at the moment and is the major reason why the game is so slow in big locations and why maxed out single thread performance is still so important for Star Citizen.
Gen12 along with Vulkan will improve this massively. The first step will be the new Gen12 renderer which will already improve performance by a big margin due to improved Render Thread performance.
Starting with 3.14 we will be slowly rolling out parts of gen12. However, you will see the big performance improvement only once everything is fully transitioned, specifically once we enable the gen12 scene rendering.
In parallel we are working on the vulkan backend which comes along quite nicely as well. It is to be expected that we can roll out vulkan shortly after the full Gen12 renderer is working.
Once that is done we will push into parallelizing the whole scene rendering even more and get rid of the entire Render Thread.
When this is done the rendering will be utilizing all available cores as much as it can and we should no longer be bottlenecked by the rendering."
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Source: https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/current-and-projected-cpu-core-and-thread-count/4004456
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If you would like to participate and play along with me in Star Citizen then follow this link and create y our account using my referral code STAR-Y3C2-XBN2 when creating your account.
https://robertsspaceindustries.com/enlist?referral=STAR-Y3C2-XBN2
Step 2: Follow this link and purchase the basic game package:
https://robertsspaceindustries.com/pledge
Note: make sure you are logged into your newly created account.
Gaming and Streaming PC
Case: Thermaltake Core V21
Mobo: ASUS ROG STRIX Z370-G Gaming (WI-FI AC)
CPU: AMD 5950X at 4.65Ghz
Cooler: Corsair HXi HX1200i 1200W 80 PLUS Platinum
Ram: Crucial 128GB Ballistix RGB DDR4 3600 MHz UDIMM Gaming Desktop Memory Kit 2 x 32GB
70GB RAMDRIVE for Starcitizen\LIVE
GPU: Asus Strix 3090 24GB
Game & OS Storage: Optane 900P NVME M.2 Drive 240GB
StarCitizen 80GB DAMEON TOOLS Ultra RamDrive
Monitor: Sony OLED 55"
Keyboard: Corsair K95
Right Hand Logitech G502
Left Hand 3DConnexion Space Mouse 6dof
Tobii Eye Traking and Track IR
Microsoft XBOX 1 Controller
Stream PC
Case: Thermaltake Core V21
Mobo: ASUS ROG STRIX Z370-G Gaming (WI-FI AC)
CPU: Intel i9 9900K at 5Ghz
Cooler: Corsair HXi HX1200i 1200W 80 PLUS Platinum
Ram: Crucial 64GB Ballistix RGB DDR4 3600 MHz UDIMM Gaming Desktop Memory Kit 2 x 32GB
GPU: Asus 2080 TI
Game Storage: Samsung 860 PRO 512 SSD
Samsung 970 EVO 2TB NVME M.2 Drive
Capture Card: Elgato HD4k60 Pro
Streaming Software: OBS
Time Stamp:
1:44:00 cave mission
2:18:00 Reese's pieces Pisces
3:15:10 bar scene
3:46:00 cart location
4:22:30 cart shenanigans
#StarCitizen #Squadron42
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