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Try: d3d9.maxAvailableMemory, DXVK_HUD, GTA IV, Failed to create Vulkan instance

GAME · GTA SAN ANDREAS · CLASSIC AND DEFINITIVE · UNTESTED BY US

GTA San Andreas with DXVK: classic and Definitive Edition

For the classic PC version, reported to be 32-bit Direct3D 9, copy DXVK's x32 d3d9.dll next to gta_sa.exe. For the Definitive Edition, reported to use Direct3D 11, copy x64 d3d11.dll and dxgi.dll next to its game exe. If a mod already uses d3d9.dll you cannot have both under the same name. We have not run either edition.
Checked
2026-11-07
How we checked this
RECIPE · GTA SAN ANDREAS (CLASSIC)UNTESTED · COMMUNITY DATA
EXE
gta_sa.exe · game folder (reported)
Bitness
32-bit → x32
API
D3D9
COPYx32/d3d9.dll
DXVK
3.1.1 (untested)
Built-in profile
none
Conflicts
ENB and graphics mods
ONLINEno online mode
TESTED untested

Which San Andreas do you have?

Two different games share the name. Check yours first.

  • Classic (2005 PC version). A 32-bit Direct3D 9 game, reported to start from gta_sa.exe. Heavily modded with SilentPatch, ASI loaders and graphics mods.
  • The Definitive Edition (2021). Part of a trilogy remaster built on Unreal Engine 4, reported to use Direct3D 11 and 64-bit. DXVK’s profile matches SanAndreas.exe, next to LibertyCity.exe and ViceCity.exe.

Use the Game Checker on your exe: it reads bitness and Direct3D version from the file. We could not confirm folder paths or exe locations for either edition.

The Definitive Edition’s card, since the first one above is for the classic game:

RECIPE · GTA: SAN ANDREAS, DEFINITIVE EDITIONUNTESTED · COMMUNITY DATA
EXE
SanAndreas.exe (name from DXVK's profile) · under the game's Win64 folder (not verified)
Bitness
64-bit → x64
API
D3D11
COPYx64/d3d11.dllx64/dxgi.dll
DXVK
3.1.1 (untested)
Built-in profile
dxgi.enableUe4Workarounds = True
ONLINEno online mode
TESTED untested

Classic (2005): install

  1. Download DXVK from GitHub

    Use the official release page only, and check the hash with the verifier on the download page.

    Check: You have dxvk-3.1.1.tar.gz.

  2. Open the x32 folder

    GTA San Andreas (classic) is reported to be a 32-bit game, so you need the x32 folder. DLLs of the wrong bitness do nothing and give no error (F05).

    Check: You see d3d9.dll.

  3. Copy d3d9.dll next to the game's .exe

    A Direct3D 9 game needs only d3d9.dll (F38). Copy it beside gta_sa.exe, in the game folder.

    Check: d3d9.dll sit beside gta_sa.exe.

  4. Start the game and check

    DXVK writes <exe>_d3d9.log next to the game on Windows (F13). Turning on the HUD is the other check; see the HUD guide.

    Check: A log file appears next to the .exe.

To undo it, delete the DLLs you copied (F12): see the uninstall guide. The general steps, with the checklist and warnings, are on the Windows install page.

The classic game’s modding scene often uses an ASI loader that is a vorbisFile.dll or dinput8.dll rather than a d3d9.dll; if so it coexists with DXVK’s file, because the names differ. We did not verify that, so check your folder with the Game Checker’s folder mode before you copy anything. DXVK 1.10.1 and 2.4.1 release notes list GTA: San Andreas fixes, so use a current version.

Community guides say the game’s own 25 or 30 FPS limiter is tied to its physics, so keep it on; DXVK’s frame cap should not be needed (not tested by us). What DXVK changes in this game is compatibility and frame pacing on modern GPUs, not necessarily FPS: we have no measurement either way.

When a mod already uses d3d9.dll

ENB and some graphics mods ship their own d3d9.dll. A folder can hold only one file with that name, so you must choose one tool or chain them under different names. See overlay and mod conflicts and ReShade with DXVK. We did not test any chain here.

Definitive Edition: install

Copy both DLLs beside the Definitive Edition’s own game exe, using the same four steps as above with the x64 folder. DXVK has a built-in profile for the three trilogy programs:

Built-in DXVK 3.1.1 settings for GTA: The Trilogy Definitive Edition (from its source)
OptionValueWhat the option does (upstream comment, our words)
dxgi.enableUe4WorkaroundsTrueApply Unreal Engine 4 HDR crash workarounds to games whose executable name does not follow the usual UE4 shipping pattern.

Unreal Engine 4 games compile shaders at run time and can stutter. DXVK 3.x keeps a shader cache on disk (F19) so repeat visits should be smoother, but we measured none of it. The profile line is applied automatically when the exe name matches. Check the HUD (HUD guide) to see compile activity.

Android and GTA San Andreas

The Android port is a native app. DXVK on Android (Winlator and similar) is for running the PC version; see DXVK on Android.

Remove DXVK

Delete the DLLs you copied (F12). If you also use a mod loader, leave its files alone.

What we have not tested

  • Any run of either edition: FPS, stutter and crashes are unmeasured.
  • Whether the Definitive Edition’s exe path and Direct3D 11 mode are as reported.
  • Mod coexistence: SilentPatch, ASI loaders, CLEO, ENB.
  • Whether DXVK is better or worse than the game’s normal Direct3D on your GPU.
  • The Rockstar launcher’s behaviour when files change.

Check your own copy

The Game Checker reads your .exe on your device and tells you its bitness and Direct3D version. Our checker also flags files in the game folder that use the same name as DXVK’s DLLs.

Questions people ask

Does DXVK work with GTA San Andreas?

The classic PC version is reported to be Direct3D 9, which DXVK handles, and release notes for 1.10.1 and 2.4.1 list GTA: San Andreas fixes. We have not run it.

Which DLL does GTA SA need?

Classic: d3d9.dll from DXVK's x32 folder, next to gta_sa.exe. Definitive Edition: d3d11.dll and dxgi.dll from x64. Both are reported values, so check with the Game Checker.

Does it work with SilentPatch, ENB, CLEO or an ASI loader?

We did not test any of them. ENB uses a d3d9.dll of its own, which collides with DXVK's. ASI loaders often use other names, so they may coexist.

Is the Definitive Edition DirectX 11?

It is reported to be, which is why DXVK's profile for it sets an Unreal Engine 4 workaround on the DXGI side.

Will DXVK increase FPS in GTA SA?

We do not know: we have no measurement. Community guides say the classic game's own frame limiter is tied to its physics, so a higher FPS may not be the point.

Sources

  1. DXVK source: built-in profiles (config.cpp at v3.1.1) · accessed 2026-11-07
  2. DXVK 1.10.1 release notes · accessed 2026-11-07
  3. DXVK 2.4.1 release notes · accessed 2026-11-07
  4. DXVK README at v3.1.1 · accessed 2026-11-07