Source Filmmaker

Source Filmmaker

136 ratings
Uncapping SFMs memory limit using DXVK
By Rexcilius
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
Originally posted by 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.

Originally posted by 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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51 Comments
Iateurcookies 25 Oct @ 10:01am 
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 24 Aug @ 12:45am 
they're clearly different versions of DXVK, so the d3d9.dll inside is probably different
FreeMau 20 Aug @ 3:27am 
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 30 Jul @ 6:42am 
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 22 Jul @ 10:04am 
@Conpaganda it allowes the memory to be used a lot better and not crash as much. what are you on about
ScrakSFMs 22 Jul @ 8:02am 
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 26 Jun @ 2:28am 
Is it normal for SFMs frames to fucking tank when... yk... posing a model? :steamsad: :steamfacepalm:
Rexcilius  [author] 20 Jun @ 10:18am 
Yeah glad to hear it, this is a Godsend
hotpockette 20 Jun @ 1:13am 
Haven't had a single memory-related crash since following this guide 3 months ago.
DXVK is amazing. Thank you brother.
BLU MIMI Sentry 18 Jun @ 11:37pm 
scratch that, I'm dumb and assumed I'd need 64x for 64-bit system, 32x works regardless of that >.>