
Might be a driver bug.
According to the discussion on Discord, this is the "good old sampling from render target issue", which is going to be solved by VK_VALVE_attachment_feedback_loop_layout in the future.
A possible workaround until then is to use RADV_DEBUG=nodcc or simply not to use ultra settings in the game.
The earliest radv driver i was able to get working was 21.2.5 (If i remember correctly) and i wasn't able to reproduce this. This was on a R9 380, dxvk 1.9.2 (used along with proton 7.0-2) and with ultra/extreme graphics (also post processing). Unless a game update got rid of it or a driver update fixed it then it might be card/gen specific issue.
Edit: i peeked at the discord talk, but i don't understand much of it except the agreement was that a new extension was needed hehe. :grin: So maybe i'm missing something obvious.
@Joshua-Ashton Can you confirm that the "good old sampling from render target issue" was solved? This was about VK_VALVE_attachment_feedback_loop_layout as far as I remember.
Or maybe the reworked float emulation has fixed this?
Yes this is about feedback loops. It's only an issue in practice on GFX10+(rdna/rdna2) because dxvk's current feedback hazard detection uses VK_IMAGE_LAYOUT_GENERAL, which causes dcc decompression on older gpus. So it makes sense that @Blisto91 can't reproduce the issue on GFX8.
Should be fixed with attachment_feedback_loop_layout.
I use Lutris to play Starcraft 2. When post-processing is set to ultra, some strange flickering rectangles appear on the screen.
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