Joshua-Ashton/d9vk

Witcher 2 rendering issue

John-Gee opened this issue · 6 comments

Hello,

The game works globally well, but when drinking a cat potion which allows seeing in the dark. Then some artifacts appear here and there. These appear whether using d9vk with llvm or aco, but do not appear when using wined3d. This could mean the issue is in radv of course, if so please tell me and I'll open the bug over there.

Software information

The Witcher 2 from GoG, Ultra settings minus Ubersampling

System information

  • GPU: 580X
  • Driver: radv-aco from commit d0ed7ce952c
  • Wine version: wine-tkg-staging-fsync-vkd3d-faudio-git 4.17.r0.g9fe5cabf-206
  • DXVK version: master at this time so commit adc2d84

Screenshot

witcher2

Apitrace file(s)

Log files

  • d3d9.log: https://gist.github.com/John-Gee/5a78192b66e0987acad719ebfe151b8a
    I suspect the line "GetShaderModule: Bytecode does not match shader stage" is relevant. Am I missing one d3d winetrick? I have these d3dx9_36 d3dx9_39 d3dx9 d3dcompiler_47 d3dxof d3dcompiler_43 d3dcompiler, not sure which is useful. Here's the winecfg for this profile in case it helps

winecfg1
winecfg2
winecfg3

Thank you!

Can you verify if this is an issue on latest master with this?

Although looking at the images, it looks like a render hazard, but I'd like to be sure.

If that doesn't work please try adding
d3d9.hasHazards = True to your dxvk.conf

The latest commit did not help but hasHazards fixes the issue. I used the conf on top of latest master.

The line "err: GetShaderModule: Bytecode does not match shader stage" still appears so I guess it was unrelated.

Should I keep this conf and close this bug or is there more needed than this workaround?

Thank you!

Thats a known game bug

Oh I see.

That looked good to me.
I tried with the conf and the value set to False and without it and it's all fine.
(looking at the commit history I see that useless, oh well)
Thank you!