If you override the game's default options then stuff can break, more news at 11. This is not a bug.
What's likely happening here is that the game tries to pair a back buffer with a custom depth buffer which is obviously not multisampled, which just doesn't work.
I suspected this. However, if I uninstall DXVK, then force MSAA via the NVIDIA Control Panel, there are no issues ingame. This has been the case for everyone for years, so it's not like a situational based thing.
Thats the only reason I thought to open this issue. :)
The Nvidia Windows driver can do all sorts of black magic when forcing MSAA/SSAA for <= D3D9, it would probably require an insane amount of work to implement something similar in DXVK.
Nothing extracted yet.
If
d3d9.forceSwapchainMSAAis set to any value other than -1 in dxvk.conf, then the depth buffer breaks, causing an incorrect render order in reflections (only).This is a 100% reproducible issue and does not require any special circumstances.
No graphics card control panel setting (NVIDIA/AMD) seems to affect the behaviour of this issue.
Example 1:
Without MSAA, you can see the vehicle's passenger grab poles are visible in front of the passenger seats.
Enabling MSAA, however, causes the seats to be incorrectly drawn infront of the poles.
Example 2:
Without MSAA, the vehicle's rear exit door, passenger grab poles and seat handles are drawn in the correct positions.
Witth MSAA, however, the rear exit door is incorrectly drawn infront of the seats, and the poles and seat handles behind the seats and bus body, as well as the rear window being drawn infront of the seats.
Software information
Game: OMSI 2
Graphics API: DirectX 9
Architecture: x86
System information
Log files