Apitrace file(s)
(Not available)
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I don't know how to use Apitrace.
@Mrblubb Thank you for your feedback. Here is a small guide to follow to make an apitrace. it will be very useful to determine more quickly the source of the problem. https://github.com/Joshua-Ashton/d9vk/wiki/Making-a-Trace
Thanks for the help. But the problem is I can't use both Dxvk & Apitrace at the same time since they have same dll names d3d9.dll & the mods already use other dll names like for eg. ASI loader d3d8 etc.
you're not supposed to use apitrace and dxvk at the same time, just apitrace.
oh ok got it ! but didn't knew it was so resource heavy & made my game almost unplayable. Not to mention the huge file it generates. I quickly reproduced the issue again then quit the game lol. Now the size is somewhat bearable.
Here it is for VC
https://we.tl/t-mk52L1qlBq
Also SA doesn't launch with apitrace for some reason. Shows this error

Reproduced this issue.
Native D3D9
DXVK
Apitrace
Reproduced this issue. Native D3D9 DXVK Apitrace
Glad to see I'm not the only one experiencing this. Thanks man. Hope this gets fixed soon, after what the travesty remasters are already!
@Mrblubb @HunterCZ122 Could i get you guys to test this issue again?
Maybe even with latest master as a bunch of the codebase have been touched lately. You can grab a build here https://github.com/doitsujin/dxvk/actions/runs/2615690694
@Mrblubb @HunterCZ122 Could i get you guys to test this issue again? Maybe even with latest master as a bunch of the codebase have been touched lately. You can grab a build here https://github.com/doitsujin/dxvk/actions/runs/2615690694
Issue still occurs with your mentioned build and also dynamic-rendering branch

Thanks for checking.
I will try to do some testing when i have some time.
Have some news.
The issue goes away when I disable dualPass option inside skygfx.ini.
I really don't know how it works, but I think it's calling some stuff from RenderWare SDK.
https://github.com/aap/skygfx/blob/926616a3f31deaf0d300b3752383314db28994f0/src/skygfx.h#L283
@aap
Nice find. Dropping this here for reference: https://github.com/aap/skygfx/blob/926616a3f31deaf0d300b3752383314db28994f0/src/main.cpp#L122
Can't reproduce it anymore on GTA San Andreas and Vice City. Maybe recent commits fixed it somehow. I think the issue can be closed. The broken HUD is different issue, which is already reported.


d3d9.dllx1 2021-09
The games have weird pixelated glass bug on cars which flickers when moving the mouse. Especially noticeable on infernus in vice city and taxi on san andreas. Could be possible on other cars as well. Running without dxvk fixes the issue.
DXVK with & without Async have the same issue.
Running both games with skygfx, project2dfx mod on Windows 10 with NVIDIA driver 471.41.
With SA when rendering pipeline is used neo in skygfx, the issue is gone (probably due to different reflection shader) but always happen in VC on every reflection setting.
Also turning off MSAA doesn't fix the issue.
Screenshots
-San Andreas
-Vice City
Software information
GTA San Andreas/Vice City, MAX settings, SKYGFX, Project2DFX, 4X AA / 1920x1080
System information
Apitrace file(s)
Log files
GTA SA
gta_sa_d3d9.log
GTA VC
gta-vc_d3d9.log