An apitrace would probably be more useful than the Renderdoc capture.
Unfortunately, apitrace still makes the game (semi-)freeze and it's close to impossible to proceed to reproducing the corruption. :(
Any validation errors?
To check that, I'd have to start the game with VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation env? Unfortunately nothing is logged when starting Battle.net that way (due to it being 32 bit?), and when starting HotS directly the log in mask doesn't load (while it spams my terminal output).

Can't reproduce.
What exactly do I need to do to reproduce this issue? I just downloaded the game, started a training match, rushed in and died. Portrait looks fine as you can see.
It was running at max settings without anti aliasing (because thats what the game defaulted to, didnt bother to change anything)
Because you have an Nvidia GPU. :)
Like I said, only RADV is affected.
There aren't any validation errors either. So this might be a RADV bug after all.
Thanks for checking that!
Here's an apitrace, in case someone wants to investigate this further: https://drive.google.com/file/d/1vdVBQXCftjDQ3gLb8d4wOLQkEyAg1jbG/view?usp=sharing
May I ask how you succeeded in starting the game with apitrace wrapper? Does it not semi-freeze on Nvidia?
It goes down to 1fps which made it a bit painful. Using apitrace with DXVK made it slightly faster but it still took quite a bit of patience.
I can confirm this problem. Also using RADV. Stuck on DXVK 1.6.1L until this is fixed.
@kuco87 What GPU and driver are you using?
This really seems like a driver bug.
lspci | grep VGA
26:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Baffin [Radeon RX 460/560D / Pro 450/455/460/555/555X/560/560X] (rev e5)
glxinfo | grep "OpenGL version"
OpenGL version string: 4.6 (Compatibility Profile) Mesa 20.1.7
As I said. 1.6.1L works perfectly fine.
If you compile yourself you can revert the commit I mentioned.
If you compile yourself you can revert the commit I mentioned.
Can confirm. Reverting the commit (b9c56e3) from the current master fixes the problem. Thanks @aufkrawall
@doitsujin Would it be an option to revert the commit for the next version? Unless there are nice performance gains elsewhere, it could be argued that it's not worth breaking HotS with RADV. Seems there is no real fix in sight.
@kuco87 Can you try again with latest git-main? I'm now with 5700 XT Navi GPU and can't reproduce anymore.
Main=Master?
I just compiled the current master and the problem still exists (after killing a hero).
https://abload.de/img/bildschirmfoto_2020-15hjla.png
Ok, just wanted to be sure. So probably something specific to Polaris in RADV.
Would it be an option to revert the commit for the next version?
No, this isn't going to get reverted since it does improve perf in practice, and d256175981f10b7225dd81da1f0aae4981c2d698 builds on it as well for further improvements in certain games. I guess on Polaris you can try RADV_DEBUG=nodcc for this game.
https://gitlab.freedesktop.org/mesa/mesa/-/commit/e4c0724dc6e735da738262de0d26d3e583b746bb should fix it. It will be backported.
Thanks for the fix!
RADV_DEBUG=nodcc`x1 2020-11
Originally reported here, though hasn't gained much traction yet: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3362
There is avatar corruption after any hero has died:
https://storage.googleapis.com/fdo-gitlab-uploads/%40hashed/cb/a2/cba28b89eb859497f544956d64cf2ecf29b76fe2ef7175b33ea59e64293a4461/fef4d8da3bb1727f8df385bc954dc783/Screenshot_20200803_221141.png
This DXVK commit introduced the issue with RADV:
https://github.com/doitsujin/dxvk/commit/b9c56e3e97a09cb75107bcf05570e5d7636b8799
It doesn't occur with any other driver (ANV not tested).
Software information
Heroes of the Storm, maximum settings
System information
Apitrace file(s)
Will do if required. RenderDoc capture: https://gitlab.freedesktop.org/mesa/mesa/uploads/4e515cd57ced93356ee8318236bbb22b/wine64-preloader_2020.08.03_22.12_frame4495.7z
Log files
HeroesOfTheStorm_x64_d3d11.log
HeroesOfTheStorm_x64_dxgi.log
(also tested with unpatched builds)