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

GUIDE · PERFORMANCE · NO GAME FPS MEASURED YET

Does DXVK make games faster? What the evidence shows

Sometimes. Reports say DXVK helps most in older DirectX 9 and 11 games limited by the CPU or by a poor driver path, and can lower FPS in GPU-limited games, on low-end GPUs and in some Source and Unreal Engine titles. We have not measured any game on a real GPU yet, so this page publishes no FPS numbers: it explains the mechanisms and shows how to test your own game before and after.
Checked
2026-11-07
On this page
  1. The short answer by game type
  2. Our results
  3. Why DXVK can be faster
  4. Why DXVK can be slower
  5. Stutter is not FPS
  6. Try it in 5 minutes and measure yourself
  7. What about Linux and Proton?
How we checked this

The short answer by game type

The pattern in public reports is consistent, even though no single report proves it. This table is our reading of those reports, not a measured verdict.

REPORTED
Where DXVK is reported to help or hurt (reported, not measured by us)
Older Direct3D 9 game, CPU-limited, often with many modsMore likely to gainHeavily modded Fallout: New Vegas lists; see the Fallout: New Vegas page
Direct3D 11 game that is CPU-limited by draw callsCan gainAn r/allbenchmarks test of Assassin’s Creed Odyssey reported about +30% when CPU-bound
Modern Direct3D 11 game, current driver, GPU-limitedLittle changeAn FFXIV test on Windows reported little change
Source engine and some other titlesLosses reportedGitHub issue 4895 (Source engine, 104 comments), 5298 (Dying Light), 5885 (Skyrim SE, about 30% loss)
Low-end or old GPULosses more commonA Steam user with a GTX 750 Ti reported lower FPS in GTA IV while a GTX 950 user reported higher

Our results

We have none for games. The lab has produced one thing that looks like performance data, and it is deliberately not used here: a software renderer test (F36). On a CPU renderer, frame rates measure the test program’s CPU cost, not what a game would do on a graphics card, so it would mislead. The method is shown on How we test.

Planned test, for when real GPUs are available: at least eight games, two GPU vendors, native Direct3D against DXVK 3.1.1 and 2.7.1, three runs each, average FPS and 1% lows from a frame-time capture, with first-run and second-run stutter counted separately. Every chart will show machine, driver, DXVK version and date, with the raw CSV beside it. Until that exists, treat any FPS table for DXVK on Windows, including ones on other sites, as one machine and one game.

Why DXVK can be faster

These are mechanisms, not guarantees.

  • Less CPU per draw call in some paths. A game that makes many draw calls can be limited by how much CPU the Direct3D implementation spends on each. DXVK has its own implementation and a separate command stream thread (step 3 on How DXVK works), so it can spend less in some games.
  • Better use of several CPU cores. That command stream thread, and shader compilation on worker threads, move work off the thread that runs the game.
  • A different driver path. Vulkan drivers are a separate code path from the Direct3D 9 to 11 ones. Where the Direct3D path is poor for a given GPU, the Vulkan route can be better. Reports of this mostly concern older games and GPUs; we cannot confirm any particular pairing.

Why DXVK can be slower

  • Translation costs CPU time. DXVK validates state, translates shaders and records commands. In a game that is GPU-limited this cost is mostly hidden; in a game where the CPU is already the limit and Direct3D was cheap, it can show.
  • Shader compilation. Each new shader combination must be compiled by your driver. The first time a scene is drawn this can cost frames; see shader stutter. The 3.0 release notes say the new compiler is not expected to raise overall performance.
  • Driver and version differences. Reports disagree between DXVK versions (GitHub issue 5216 calls 2.7.1 the slowest for one game). The 3.0 release notes tell AMD RDNA1 and RDNA2 owners on Windows to stay on 2.x because of severe performance issues; see DXVK 3.x and the Version Picker on the requirements page.
  • Overlays and post-processing. One report describes a nearly 60% drop in The Sims 3 when ReShade was added (GitHub issue 3995). The cost belongs to the overlay layer, not necessarily to DXVK, but the combination can be the one that hurts.

Stutter is not FPS

Average FPS can look fine while the game hitches. What matters for feel is the frame time graph and the lowest 1% of frames. DXVK can raise or lower either. It compiles shaders at run time, so the first run of a scene is the worst case; DXVK 3.x writes a shader cache to disk, and we saw its files appear on Windows (F19), but we have not counted hitches in a game. The shader stutter page shows how to tell a shader hitch from other causes.

Try it in 5 minutes and measure yourself

You need the HUD, which we confirmed shows FPS and a frame time graph on Windows and Linux (F18). This works for any game you have already set up with DXVK; the Windows guide covers installing it.

  1. Pick one repeatable scene

    Choose a spot you can reproduce: load a save and stand still, or run the game’s own benchmark. Moving through the world makes every run different.
  2. Measure without DXVK first

    Start the game with no DXVK files in its folder. Use the game’s own FPS counter, or your GPU maker’s overlay. Note the average and the lowest values over about a minute. Do this twice.
  3. Add DXVK and show its HUD

    Copy the DLLs as in the Windows guide and set DXVK_HUD=fps,frametimes,compiler (or dxvk.hud = fps,frametimes,compiler in dxvk.conf). The HUD page shows what each item means.
  4. Run the same scene twice

    The first run includes shader compilation. The second run, with the cache warm, is the fairer comparison. Record both: the first shows stutter, the second shows steady performance.
  5. Keep or undo

    If the second run is not clearly better, or the game stutters more, remove DXVK: it is deleting the DLLs you copied. Try 2.7.1 as well if you are on a recent GPU with problems.

What about Linux and Proton?

On Linux and Steam Deck, the question is different: Wine’s built-in Direct3D (wined3d) against DXVK, not native Windows Direct3D against DXVK. See DXVK vs WineD3D.

Questions people ask

Is DXVK faster than DirectX 11?

Not as a rule. Modern Direct3D 11 games on current Windows drivers usually have little to gain, and some reports show losses. The gain is more often reported for older Direct3D 9 games and heavily modded CPU-bound ones. We have not measured it ourselves yet.

Does DXVK help on AMD?

We have no AMD game measurements. The 3.0 release notes say RDNA1 and RDNA2 cards on AMD's Windows driver should stay on 2.x because of severe performance issues with 3.x (see the DXVK 3.x page). We could not test AMD hardware.

Why is my FPS lower with DXVK?

Common causes: the game is limited by the GPU rather than the CPU, the GPU is old or low-end, shaders are compiling for the first time, an overlay or ReShade is adding cost, or the wrong DXVK version for your driver is installed. Measure with the HUD, then try another version or remove DXVK.

Does DXVK reduce stutter?

It can change stutter in either direction. It translates shaders at run time, which can cause stutter the first time a scene is drawn. DXVK 3.x keeps a shader cache on disk, so repeat runs should be smoother; we have seen the cache files being created but have not measured stutter in games.

Is DXVK better than DirectX?

Neither is better in general. DXVK translates Direct3D to Vulkan; whether that is quicker depends on the game, the GPU and the driver. Test your own game.

Sources

  1. DXVK issue 4895: Source Engine performance loss under DXVK · accessed 2026-11-07
  2. DXVK 3.0 release notes (not expected to raise overall performance) · accessed 2026-11-07
  3. r/allbenchmarks: testing DXVK with Assassin's Creed Odyssey · accessed 2026-11-07
  4. RK Blog: using DXVK on Windows for Final Fantasy XIV · accessed 2026-11-07