protonscr

Elex dark blocky edges/surfaces

dxvkclosed amd radv
doitsujin/dxvk#289 · opened 2018-04-15 by skyrrd · updated 2018-06-06 · 10 comments · github
1 matching comments, n / p to jump
Sskyrrd 2018-04-15 github

Some trees and Mountains do have dark blocks along the edges. This does sometimes also appear on heads and other objects and might be dependent on perspective and light direction.
Maybe it's connected with shadows or translucent surfaces.

Take a look at the corrugated plate in the first and trees and mountains in the third and fourth picture of this album: https://imgur.com/a/WyWGg

Gentoo Linux
Llvm 6.0
Mesa 18.0
R9 290

Ppingubot 2018-04-15 github

Please provide the logs which are requested in the issue template.
If possible also start the game with debug log level and validation layers enabled and try to get to a point in the game where the issue shows up. In addition an apitrace is always useful for the dev .

Sskyrrd 2018-04-16 github

Sure will add that later today

Sskyrrd 2018-04-16 github

d3d11.log:
info: D3D11CreateDevice: Probing D3D_FEATURE_LEVEL_11_0
info: D3D11CreateDevice: Using feature level D3D_FEATURE_LEVEL_11_0
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
warn: D3D11RasterizerState: Depth clamp not properly supported
err: D3D11DeviceContext::SetPredication: Stub
warn: D3D11RasterizerState: Depth clamp not properly supported

dxgi.log:
info: Enabled instance layers:
info: Enabled instance extensions:
info: VK_KHR_surface
info: VK_KHR_win32_surface
info: AMD RADV HAWAII (LLVM 7.0.0):
info: Driver: 18.0.99
info: Vulkan: 1.1.70
warn: DxgiFactory::QueryInterface: Unknown interface query
warn: 50c83a1c-e072-4c48-87b0-3630fa36a6d0
warn: Vulkan extension VK_KHR_maintenance2 not supported
info: Enabled device extensions:
info: VK_KHR_descriptor_update_template
info: VK_KHR_sampler_mirror_clamp_to_edge
info: VK_KHR_maintenance1
info: VK_KHR_shader_draw_parameters
info: VK_KHR_swapchain
warn: DxgiSwapChain::QueryInterface: Unknown interface query
warn: 94d99bdb-f1f8-4ab0-b236-7da0170edab1
warn: DXGI: MakeWindowAssociation: Ignoring flags
warn: DxgiSwapChain: Display mode changes not implemented
info: DxgiVkPresenter: Recreating swap chain:
Format: VK_FORMAT_B8G8R8A8_UNORM
Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
Buffer size: 1920x1080

will look into creating an apitrace later
(oh and as you can see i already updated llvm an vulkan to the latest availlable versions)

Sskyrrd 2018-04-18 github

sorry i'm unable to create an apitrace as the game will not even launch.

what i do is:
cd .../apitrace-msvc/x86/bin
wine apitrace.exe trace -a dxgi .../Program Files (x86)/Steam/Steam.exe

but the game just fails to start.

sorry if I'm taking a wrong approach, but I didn't care about creating an apitrace before and don't know how to create one of a game launched from steam.

PpopsUlfr 2018-04-19 github

@skyrrd According to the PCGamingWiki, ELEX is a 64 bit executable so you need to use the x64 binary apitrace. Try to start Steam first and then execute apitrace directly on the Elex binary, something like : cd 'Program Files (x86)/Steam/steamapps/common/ELEX' && wine ../../../../../apitrace-msvc/x64/bin/apitrace.exe trace -a dxgi ELEX.exe

Make sure sure you set dxgi and d3d11 dll overrides to builtin before running to use wined3d instead of DXVK.

Sskyrrd 2018-04-19 github

Thanks a lot I will give it a try after work

Sskyrrd 2018-04-22 github

Finally had time to try but couldn't get past the intro. Application crashes and have to debug.

Ddoitsujin maintainer 2018-05-28 github

This is a driver bug, RADV uses the wrong color format to clear a render target. Here's the bug report.

For now, you can set RADV_DEBUG=nofastclears as a workaround.

Sskyrrd 2018-05-28 github

Wow thanks a lot. Have to give it a shot later.

You're awesome ;-)

Launch options