GAME · PERSONA 5 ROYAL · DXVK 3.1.1 · UNTESTED BY US
Persona 5 Royal with DXVK: setup and the stutter question
How we checked this
- EXE
- P5R.exe · game folder (reported)
- Bitness
- 64-bit → x64
- API
- D3D11
x64/d3d11.dllx64/dxgi.dll- DXVK
- 3.1.1 (untested)
- Built-in profile
- none
Why Persona 5 Royal stutters
The common report is hitching the first time a new effect appears. That is the pattern of shader compilation: the GPU driver has to build a pipeline for each new combination, and if it happens mid-frame, the frame waits (shader stutter). We have not confirmed that this is the cause in this game.
Install
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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.
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Open the x64 folder
Persona 5 Royal is reported to be a 64-bit game, so you need thex64folder. DLLs of the wrong bitness do nothing and give no error (F05).Check: You see d3d11.dll.
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Copy d3d11.dll, dxgi.dll next to the game's .exe
A Direct3D 11 game needs bothd3d11.dllanddxgi.dll(F40); with onlyd3d11.dllthe game fails to create its device (F06). Next to P5R.exe.Check: d3d11.dll and dxgi.dll sit beside P5R.exe.
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Start the game and check
DXVK writes<exe>_d3d11.lognext 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.
DXVK 3.1.1 has no built-in profile for this game in our extract, so nothing is set for you. Persona 3 Reload has one (dxgi.syncInterval = 1); that is a different game with a different exe.
First run versus second run
DXVK 3.x writes a shader cache to disk (F19), so shaders compiled on a first pass are reused on later runs. We saw the cache files appear on Windows, but measured no frame times in the game, so we cannot say how much the stutter drops. To see it yourself, set DXVK_HUD=compiler,frametimes,fps and walk the same route twice: the compile indicator shows shader work (HUD guide), and the frame-time graph shows the hitches. Keep the first and second run as separate results.
Do you need dxvk-async or gplasync?
Probably not: DXVK 2.0 and newer already compile pipelines ahead of time on drivers that support it, and the async forks are not part of official DXVK. Our page on async and gplasync explains them and their anti-cheat risk. On Windows we do not recommend a fork without data, and we have none.
Remove DXVK
Delete both DLLs from the game folder (F12).
What we have not tested
- Any run of the game: FPS and stutter are unmeasured.
- That shader compilation is the cause of the reported stutter.
- The effect of the 3.x shader cache on first versus second run.
- The exe name and Direct3D version on your copy: confirm with the Game Checker.
- Whether async forks help on any platform.
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 fix Persona 5 Royal stutter?
We do not know: we have not run the game. The stutter is reported to be shader compilation, which DXVK's 3.x cache may help on repeat visits.
Do I need dxvk-async?
Probably not. DXVK 2.0 and newer compile pipelines ahead of time where drivers support it, and the forks are unofficial.
Which DLLs does Persona 5 Royal need?
d3d11.dll and dxgi.dll from DXVK's x64 folder, next to P5R.exe (F40). Reported values; verify with the Game Checker.
Does the stutter go away after the first run?
The shader cache is meant to make later visits smoother (F19 shows it is created). We did not measure it in the game.
Sources
- DXVK README at v3.1.1 · accessed 2026-11-07
- DXVK 3.0 release notes · accessed 2026-11-07