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r/witcher • … • u/gamas

My experience getting The Witcher 1 running on a modern AMD GPU

So to be clear, I'm mainly posting this for the benefit of the people out there trying to get this now ancient game working.

So I have a 9070 XT with a 9800X3D CPU, with the GOG version of The Witcher 1 Enhanced Edition.

Firstly I followed [the PCGamingWiki guide](https://www.pcgamingwiki.com/wiki/The_Witcher) including the installation of Project Mersey, AI upscale textures, geralt random speed fix.

There were two issues I noticed at this point:

1) Dynamic light sources seemed to have a weird bug where they seemed to randomly flicker in brightness - almost to a seizure inducing level.

2) The frame pacing was a mess

After messing around with it I tried using the [dxvk wrapper](https://github.com/doitsujin/dxvk). This fixed both issues but came with the caveat that the in game antialiasing no longer worked and the AMD driver override doesn't work with vulkan.

Next step was to try Reshade (using SMAA filter) to compensate. Which was fine until I tried to play dice poker. Turns out, apparently The Witcher 1 uses a different render pipeline for dice poker and this then causes a conflict between Reshade and DXVK during the handoff - and this would simply cause the game to crash. So Reshade was out.

Eventually I settle with using AMD's VSR to render the game at 4K on my 1440p monitor. This dealt with the aliasing sufficiently, but then came with the issue that The Witcher 1 doesn't have UI scaling - so of course the text was now tiny. I settled with the [Text Size Increase for High Resolutions](https://www.nexusmods.com/witcher/mods/782?tab=description) mod to fix this.

The final issue left involved crashes and hair physics glitches when running at >60fps. I used Radeon Chill to cap it to 60fps which works in *most* cases. However the framerate would become uncapped when entering dice poker and (bizarrely not all implying some conversations are done under a different rendering pipeline than others) some conversation dialogues. So I ended up installing [Rivatuner](https://www.guru3d.com/download/rtss-rivatuner-statistics-server-download/) to put a 60fps cap entirely on the game.

There still seemed to be some crashes ("A Posh Reception" felt like a minefield) - I thought installing Large Address Aware patched fixed it. But that must have been a placebo as allegedly the GOG version should be LAA-aware already...

Anyway now the game is fully working. And a bonus of using the Vulkan wrapper is that I can enable AMD's AFMF frame gen to get the game rendering at 120fps (which compensates for the fact that the game has to be capped to 60fps for stability reasons).

EDIT: To those saying "works fine on Mac/Linux/TempleOS etc" - yes I'm sure it does, but this was a post directly aimed towards helping Windows users. Mac uses OpenGL as its renderer, whilst Linux runs the game through proton which is basically the same as using the DXVK wrapper on Windows.

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