Source Filmmaker

Source Filmmaker

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Uncapping SFMs memory limit using DXVK
由 Rexcilius 制作
https://vulkan.gpuinfo.org/
list of GPUs that support vulkan
A simple guide on how to uncap the memory limit in SFM
  • First of all credits to the original author: Doitsujin@Github
  • https://github.com/doitsujin/dxvk <------------- What you'll need
  • dxvk-2.5.3.tar.gz or dxvk-2.0.tar.gz
Known Bugs

(Only use 2.0 if you are using the launch command - -sfm_shadowmapres 8192)
EDIT: You can try using 2.5.3 even if you are running -sfm_shadowmapres, it seems like it works on some systems.
EDIT 2: 3/10/25 : It seems like using -sfm_shadowmapres 6000 smooths out performance even more if you use shadowres
All you'll need to do is drag and drop the d3d9.dll from the x32 folder into steamapps\common\SourceFilmmaker\game\bin


extra information sourced from thencourt
引用自 thencourt
Older GPUs and NVIDIA's Kepler architecture (most GTX 600/700 series) might not be supported. A GPU with Vulkan 1.3 or higher is required.
Full details on driver support: Here
Sessions that previously required up to 3GB of memory can now run using approximately 1200–2000 MB, depending on the number of unique textures.
Reduces crashes caused by memory leaks (e.g., when switching between sessions).
May not work on older GPUs.

引用自 thencourt
Using RTX 3060 Ti, RTX 3070M, RTX 4070 Ti, and RTX 4080 Super, the following results were observed:
Successfully spawned about 4000 unique models in one session (based on infra tests).
Maximum memory usage with 4000 models was approximately 2600 MB.
In heavy sessions under real conditions, maximum memory usage was around 2100 MB.

images by thencourt

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52 条留言
mum 49 分钟以前 
whenever i added the d3d9.dll file into sfm's bin folder it just doesn't launch for me anymore.
it'll load up the "Source Filmmaker" logo then just completely close
Iateurcookies 10 月 25 日 上午 10:01 
guys is it normal for this script to simply just stops working after a while? Cuz i tried every solution, and it still wont work although it used to work flawlessly.
Gaggle of geese 8 月 24 日 上午 12:45 
they're clearly different versions of DXVK, so the d3d9.dll inside is probably different
FreeMau 8 月 20 日 上午 3:27 
so if all i need to do is drop the d3d9.dll file into the bin folder then what are the dxvk-2.0 and dxvk-2.5.3 even for?
i burn toast for living 7 月 30 日 上午 6:42 
So, my friend older pc handled this script, but their new pc couldnt handle it.

is it the new Pc? their gpu is NIVIDA GeForce RTX 5070.

They say it opens then closes by itself again. they tried everythin, restarting, The new updated ver, everything. it doesnt work. can you help?
lonewolf45622 7 月 22 日 上午 10:04 
@Conpaganda it allowes the memory to be used a lot better and not crash as much. what are you on about
ScrakSFMs 7 月 22 日 上午 8:02 
This does nothing though. Please add what it does.
Does it make SFM faster at rendering or does it just open up opportunities to use ReShader/RTX Remix? What is the benefits. Just higher VRAM for some GPUs?
Balls24 6 月 26 日 上午 2:28 
Is it normal for SFMs frames to fucking tank when... yk... posing a model? :steamsad: :steamfacepalm:
Rexcilius  [作者] 6 月 20 日 上午 10:18 
Yeah glad to hear it, this is a Godsend
hotpockette 6 月 20 日 上午 1:13 
Haven't had a single memory-related crash since following this guide 3 months ago.
DXVK is amazing. Thank you brother.