(remind me where I can just drag-n-drop ~200MB file)
Google Drive or Mega for example
There are descriptions in those articles how they fixing the issue by modifying vertex shaders, maybe such solution would be better for dxvk too?
To quote the article:
Unfortunately we can’t fix it by changing all coordinates passed into SetViewport, shifting them by half a pixel (D3DVIEWPORT9 coordinate members are integers).
Vulkan viewport coordinates are not integers so this is how it currently works in DXVK.
I remember one of Mass Effect games, galaxy map on the bridge has "content reflections"
What do you mean? I just tested Mass Effect and didnt notice anything about the galaxy map.
What happens if you use a bias of
float cf = 0.5f - (1.0f / 64.0f); ?
It could just be that you're getting unlucky and something is making your half-texel offset into a full texel offset in nearest on your HW and it needs a larger bias.
@Joshua-Ashton
What happens if you use a bias of
float cf = 0.5f - (1.0f / 64.0f);?
No visible changes.
But I checked some other games in different configurations and appeared it was reshade/vkBasalt bug. Sky Drift bug just looks similar, maybe some bad shaders or so.
FWIW, still using old vkBasalt version (0.3.0), so I'm not even sure if the bug still present in recent versions.
@K0bin
I remember one of Mass Effect games, galaxy map on the bridge has "content reflections"
What do you mean? I just tested Mass Effect and didnt notice anything about the galaxy map.
This: when on darker border you can see lighter pixels from opposite side

(most visible on top-right and bottom-left)
This screenshot was taken with vkBasalt enabled. No such "glitches" otherwise.
Not dxvk bug, closing.
Nothing extracted yet.
In many DX9 games there are noticeable ~1px borders (top and bottom, left and right, or both). Usually empty and hard to observe, but in some cases they got filled with garbage which has visible contrast with nearest content. Sometimes it's just mirrored content from opposite side.
This issue present there for a long time, some specific games to name:
I found this code while trying to figure out why this happens
https://github.com/doitsujin/dxvk/blob/56399e49d1cdd9728fee008590fd25be905e074d/src/d3d9/d3d9_device.cpp#L5190-L5202
By removing correction it makes this screen look ok, but "Results" screen still has "borders", also this brakes other games (obviously, Alan Wake has red left and bottom borders).
Also googled this descriptions
https://aras-p.info/blog/2016/04/08/solving-dx9-half-pixel-offset/
http://www.virtualdub.org/blog/pivot/entry.php?id=366
So this line likely describes what I see in those games and makes me believe there is a bug somewhere.
There are descriptions in those articles how they fixing the issue by modifying vertex shaders, maybe such solution would be better for dxvk too?
System information
Apitrace file(s)