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  3. [GUIDE] Fixing lag spikes/frame drops in World at War and Black Ops 1 with DXVK (LAN mode only, no anticheat)

[GUIDE] Fixing lag spikes/frame drops in World at War and Black Ops 1 with DXVK (LAN mode only, no anticheat)

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  • NotOrdinary Offline
    NotOrdinary Offline
    NotOrdinary
    wrote last edited by NotOrdinary
    #1

    Hey everyone,

    I wanted to share the process I used to fix the lag spikes and sudden frame drops I was having in World at War (this works identically on Black Ops 1), especially when looking at objects/scenery from a distance. Hopefully this helps anyone dealing with the same issue.

    The problem:

    Both games run on the DirectX 9 engine, which struggles on modern hardware when handling draw calls with a lot of geometry visible at long range. The result is that FPS stays stable when looking at the ground or in "empty" areas, but drops suddenly the moment you look toward an area with more distant detail/objects.

    The fix: DXVK

    DXVK is an open-source layer (available on GitHub, project doitsujin/dxvk) that translates DirectX 9 calls into Vulkan. Essentially the game still "thinks" it's running in DX9, but under the hood rendering goes through Vulkan, which handles draw calls far more efficiently and in parallel. The improvement in lag spikes is very noticeable.

    Steps:

    Download the latest stable DXVK release from the official GitHub repo.
    Take the d3d9.dll file from the folder matching your game's architecture (x32/x86 for WaW/BO1) and copy it into the game's installation folder(NOT THE LAUNCHER FOLDER).
    Create a text file named dxvk.conf in the same folder, containing this line:
    dxvk.enableAsync = True

    This step is essential: without async compilation, DXVK causes half-second stutters/freezes every time it encounters a new shader combination that needs to be compiled on the fly. With enableAsync on, compilation happens on a separate thread and the stuttering almost completely disappears.
    4. Launch the game: if everything's set up correctly, a .dxvk-cache file should be generated in the game folder, which saves already-compiled pipelines and further reduces stuttering the more you play.

    ⚠️ Important limitation: only works WITHOUT anticheat active

    Here's the part a lot of you will not know: Plutonium's anticheat automatically removes/blocks any third-party DLL injected into the game process, DXVK included, because the injection mechanism is the same one a cheat would use — the anticheat can't tell the two apart, so it blocks both by default. This means:

    In LAN mode / private matches hosted by you (where anticheat isn't active): the fix works perfectly, the file is left untouched.
    On public servers / official matchmaking (where anticheat is required to connect): the file gets automatically removed and the game falls back to the native DX9 renderer.

    So this guide is meant for people playing privately with friends or just wanting a better experience in singleplayer/LAN, not for public online play.
    Screenshot 2026-09-20 062923.png
    Screenshot 2026-09-20 063303.png

    A message to the Plutonium developers:

    I really think this is something the dev team should look into and officially support. This isn't a minor edge case — DX9 draw-call performance on distant geometry is a real, reproducible issue affecting both WaW and BO1, and DXVK is a purely cosmetic/performance tool with zero competitive advantage: it doesn't change hitboxes, doesn't reveal information, doesn't affect gameplay logic in any way, it just changes how frames get rendered. Right now the only way to benefit from it is to give up online play entirely, which shouldn't have to be the trade-off. An official whitelist for a verified/signed DXVK build, or native Vulkan support baked into the client, would fix a real performance problem for a lot of players without opening any door for cheating. I'd genuinely encourage the devs to consider this for a future update — I think a lot of the community would benefit, not just me.

    I hope you found this guide useful.
    I’m neither a programmer nor an expert; I spent four days trying to fix this issue—experimenting with console commands, PC optimization, CPU and GPU overclocking and undervolting, and even a full system restore.

    Cheers.

    NotOrdinary 1 Reply Last reply
    0
    • NotOrdinary NotOrdinary

      Hey everyone,

      I wanted to share the process I used to fix the lag spikes and sudden frame drops I was having in World at War (this works identically on Black Ops 1), especially when looking at objects/scenery from a distance. Hopefully this helps anyone dealing with the same issue.

      The problem:

      Both games run on the DirectX 9 engine, which struggles on modern hardware when handling draw calls with a lot of geometry visible at long range. The result is that FPS stays stable when looking at the ground or in "empty" areas, but drops suddenly the moment you look toward an area with more distant detail/objects.

      The fix: DXVK

      DXVK is an open-source layer (available on GitHub, project doitsujin/dxvk) that translates DirectX 9 calls into Vulkan. Essentially the game still "thinks" it's running in DX9, but under the hood rendering goes through Vulkan, which handles draw calls far more efficiently and in parallel. The improvement in lag spikes is very noticeable.

      Steps:

      Download the latest stable DXVK release from the official GitHub repo.
      Take the d3d9.dll file from the folder matching your game's architecture (x32/x86 for WaW/BO1) and copy it into the game's installation folder(NOT THE LAUNCHER FOLDER).
      Create a text file named dxvk.conf in the same folder, containing this line:
      dxvk.enableAsync = True

      This step is essential: without async compilation, DXVK causes half-second stutters/freezes every time it encounters a new shader combination that needs to be compiled on the fly. With enableAsync on, compilation happens on a separate thread and the stuttering almost completely disappears.
      4. Launch the game: if everything's set up correctly, a .dxvk-cache file should be generated in the game folder, which saves already-compiled pipelines and further reduces stuttering the more you play.

      ⚠️ Important limitation: only works WITHOUT anticheat active

      Here's the part a lot of you will not know: Plutonium's anticheat automatically removes/blocks any third-party DLL injected into the game process, DXVK included, because the injection mechanism is the same one a cheat would use — the anticheat can't tell the two apart, so it blocks both by default. This means:

      In LAN mode / private matches hosted by you (where anticheat isn't active): the fix works perfectly, the file is left untouched.
      On public servers / official matchmaking (where anticheat is required to connect): the file gets automatically removed and the game falls back to the native DX9 renderer.

      So this guide is meant for people playing privately with friends or just wanting a better experience in singleplayer/LAN, not for public online play.
      Screenshot 2026-09-20 062923.png
      Screenshot 2026-09-20 063303.png

      A message to the Plutonium developers:

      I really think this is something the dev team should look into and officially support. This isn't a minor edge case — DX9 draw-call performance on distant geometry is a real, reproducible issue affecting both WaW and BO1, and DXVK is a purely cosmetic/performance tool with zero competitive advantage: it doesn't change hitboxes, doesn't reveal information, doesn't affect gameplay logic in any way, it just changes how frames get rendered. Right now the only way to benefit from it is to give up online play entirely, which shouldn't have to be the trade-off. An official whitelist for a verified/signed DXVK build, or native Vulkan support baked into the client, would fix a real performance problem for a lot of players without opening any door for cheating. I'd genuinely encourage the devs to consider this for a future update — I think a lot of the community would benefit, not just me.

      I hope you found this guide useful.
      I’m neither a programmer nor an expert; I spent four days trying to fix this issue—experimenting with console commands, PC optimization, CPU and GPU overclocking and undervolting, and even a full system restore.

      Cheers.

      NotOrdinary Offline
      NotOrdinary Offline
      NotOrdinary
      wrote last edited by NotOrdinary
      #2
      This post is deleted!
      1 Reply Last reply
      0
      • NotOrdinary NotOrdinary crossposted this topic to BO1 Client Support
      • NotOrdinary NotOrdinary crossposted this topic to WAW Client Support
      • DrSkum88 Offline
        DrSkum88 Offline
        DrSkum88
        wrote last edited by
        #3

        They really need to just add this to the official docs.
        Also, you can use this online with the anti-cheat, you just need v2.7.1 as it's the only one that's whitelisted.

        NotOrdinary 1 Reply Last reply
        0
        • DrSkum88 DrSkum88

          They really need to just add this to the official docs.
          Also, you can use this online with the anti-cheat, you just need v2.7.1 as it's the only one that's whitelisted.

          NotOrdinary Offline
          NotOrdinary Offline
          NotOrdinary
          wrote last edited by
          #4

          DrSkum88 Yeah, devs should give to this topic a bit of visibility, not coz its mine, but i was like tweaking my head for these fps drops while having a decent pc. I tried DXVK 2.7.1 and plutonium still delete the dll from the folder, i'll try again when i have time.
          Ty for the feedback, i apprecciate it.

          if someone need more info, here's my specs:

          Ryzen 7 5800X 8x-core Processor
          Rx 7600xt
          4/4 32gb ram
          1Tb SSD

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          • DrSkum88 Offline
            DrSkum88 Offline
            DrSkum88
            wrote last edited by
            #5

            Maybe it was 2.7, not 2.7.1
            But there definitely is a version that is compatible with plutonium

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