protonscr

[d3d9] Resident Evil 0 - Frametime issue on some scenes

dxvkclosed appid 339340performanced3d9
doitsujin/dxvk#2084 · opened 2021-06-05 by ScarecrowDM · updated 2022-02-20 · 2 comments · github · game page · search this game
SScarecrowDM 2021-06-05 github

Software information

Resident Evil 0 (steam AppID 339340).
When switching to some scenes, framerate is cut by half with terrible frame spikes.

Video demonstrating the issue: https://drive.google.com/file/d/1B2bNTYVpMZlbLcmAXbfLJNmwV6Gkaf1J

I can reproduce this issue as well on windows with DXVK.
Wine3D works fine, however.

System information

  • GPU: Vega 56;
  • Driver: Mesa 21.1.1;
  • Wine version: Proton / Proton Experimental;
  • DXVK version: master (f4cbc9ae9d4795c5fa4d37715c09b59fcb0358bd)

Apitrace file(s)

Log files

KK0bin maintainer 2021-06-12 github

Putting this here so it doesnt get lost:
The game stalls on a D3DPOOL_DEFAULT + D3DUSAGE_DYNAMIC vertex buffer that it locks like once per frame. DXVK chooses the direct mapping mode, so it has to wait for the previous frame.

SScarecrowDM 2021-11-22 github

I don't know if this issue got fixed on master or mitigated somehow, but i can't reproduce this behavior in game anymore (i didn't try to reproduce it with the trace yet).
I'll play a bit longer tonight, but so far so good.

  • GPU: Vega 56;
  • Driver: Mesa 21.3.0;
  • Wine version: Proton 6.3-7;
  • DXVK version: master.

https://i.imgur.com/gpUEktT.png

Proton versions