protonscr

Control - weird issue with reflections

vkd3dclosed
HansKristian-Work/vkd3d-proton#766 · opened 2021-08-13 by DistantThunder · updated 2021-08-18 · 8 comments · github
DDistantThunder 2021-08-13 github

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Hello, playing Control from EGS with VKD3D v2.4.x, I notice some weird grainy reflections a bit reminiscent of CP2077 borked SSR.

I do not remember this from Windows gameplay.

Worth a look?

KK0bin 2021-08-13 github

Can you verify that this doesnt happen on Windows? (by providing screenshots of the same spot for example)

Ddoitsujin maintainer 2021-08-13 github

Please only report bugs if there is proof that they don't happen on Windows. Grainy reflections or indirect lighting are not exactly rare due to how they work.

CCME42 2021-08-13 github

I've seen this issue on AMD with radv+aco (both 6900xt and picasso apu), but it doesn't happen on every start of the game. Also i could never repro it on nvidia, so this is possibly a radv bug - and for extra fun it doesn't happen with a renderdoc of the game.

Eenveeed 2021-08-14 github

I think this is a bug (might be an amd driver one), I'm on NVIDIA and it never looked like this on any setting for me, both on vkd3d and in Windows.

DDistantThunder 2021-08-15 github

@doitsujin @K0bin

I stand corrected, I reproduce on Windows drivers.

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I'll close this issue then. May I remark though that Windows is getting basically the double of RadV/VKD3D performance?

DDistantThunder 2021-08-17 github

@CME42 Yeah, what got me is that entering & leaving a room can make it go away. Makes sense why I didn't remember it from Windows.

Ddoitsujin maintainer 2021-08-17 github

May I remark though that Windows is getting basically the double of RadV/VKD3D performance?

That's expected since you're entirely CPU limited, and will not change given the massive hoops we have to jump through to make basic functionality like the D3D12 binding model work. Unlike D3D11, D3D12 drivers are meant to be thin by design, and we're essentially providing a D3D12 runtime + driver that runs on top of a Vulkan driver so we basically have to do all the CPU-side work twice.

Performance is also affected by your system and wine configuration (fsync, CPU governor, etc).

DDistantThunder 2021-08-18 github

Thanks for the explanation. I do run the game with FSYNC and Gamemode from an SSD so I didn't expect that much a of performance difference but the way you put it makes sense.

I've tried the game with DXVK and didn't obtain frames reminiscent of D3D12 performance. Although much better than VKD3D:

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Will have to check how it fares with DX11 on Windows. If it's still that much of a difference, it might mean something other than D3D12 translation is to be blamed here.

Nothing extracted yet.