Joshua-Ashton/d9vk

increasing number of black objects in CS:GO when playing longer or after settings switch

aufkrawall opened this issue · 12 comments

Getting this when just starting a bot match and playing for a few seconds:

Screenshot_20191128_130352
It gets worse the longer I play.

It gets really bad when changing graphics settings (e.g. MSAA) while playing:

Screenshot_20191128_141420

Edit: This is with native d3dx9 and d3dcompiler.

Not sure if related, but after playing TESIV Oblivion a little a few weeks back, I got the same artifacts in Shivering Isles town area. They disappeared after restarting the game.

Software information

CS:GO, maxed out visuals, 1440p

System information

  • GPU: 6700k
  • Driver: mesa-git 20, radv
  • Wine version: Proton 4.11-9
  • D9VK version: 4caa51f

Apitrace file(s)

https://drive.google.com/open?id=1JcfKxDzcEGkZxq2BDU3xX3dcF8aIwO5S
WineD3D and native Windows D3D9 don't work, so it's with D9VK.

Log files

csgo_d3d9.log

K0bin commented

That's a game bug. I've had this happen countless times over the years on Windows.

I don't have this issue on Windows with native D3D9.

@aufkrawall Can you please take a screenshot of the full DXVK hud when you are ingame?

This shouldn't be an issue if the game is using D3D9Ex...

This is my bug as I can't repro on native but I'm not sure why yet.

Turns out it's a race condition in the game, it's unlocking the buffer then continuing to write.

Thanks. Though it crashes after a few seconds now with git-master 0c84d72.

Works fine here 🤷‍♂

Stupid me, it was mesa-layer-mango. CS:GO works fine now, thanks.

Too bad it isn't whitelisted with Proton + D9VK in VAC, as D9VK likely kills the official OGL wrapper renderer of the Linux version in terms of CPU performance (and perhaps even native D3D9). The Danger Zone map Scirocco is a mess with OGL. :(

K0bin commented

Danger Zone performance is shit on Windows too and CSGO doesn't seem to be bottlenecked by draw calls.

The other game modes might not, but Danger Zone maps have a several times higher object count and don't seem to have a LOD system for it either. Also the native D3D9 renderer runs at least 20-30% faster than the OGL crap, so not seeing any gains with D9VK should be very unlikely.

The OGL renderer also has crap frame time consistency in Danger Zone mode, even after caching all shaders.