Are you sure this isn't just a driver bug with the new cards?
I've tested this game quite a lot on both the Steam Deck and my desktop (6900XT) and have never seen anything like this at all.
Also
DXVK version: 1.10.2
Why are you using such an ancient version of DXVK? It's not really useful to report issues with something that's 6 months out of date... Actually the logs indicate that this must be on 2.1, so this info is kinda wrong.
Are you sure this isn't just a driver bug with the new cards?
I've tested this game quite a lot on both the Steam Deck and my desktop (6900XT) and have never seen anything like this at all.
Also
DXVK version: 1.10.2
~Why are you using such an ancient version of DXVK? It's not really useful to report issues with something that's 6 months out of date...~ Actually the logs indicate that this must be on 2.1, so this info is kinda wrong.
That's the version of DXVK OpenSUSE ships in their repo when looking in YaST, it seems. That log was generated using the latest ProtonGE, which I think comes with latest DXVK by default and just uses that? I also thought it was super weird Tumbleweed was telling me that was my installed DXVK, and Tumbleweed is supposed to be rolling so I woulda thought they'd be shipping the latest...
There are decent odds that it's probably just a funky driver bug ATM. These cards are only like, a month old and even rolling distros are gonna have funky stuff for a good couple of months. FWIW, Frontiers is the only game I've had major issues like this running (so far), everything else has been running like a dream.
The only thing that caught my eye in the log here that I thought might be of interest was this:
info: DXVK: Graphics pipeline libraries not supported
info: DXGI: VK_FORMAT_D24_UNORM_S8_UINT -> VK_FORMAT_D32_SFLOAT_S8_UINT
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
err: D3D11RasterizerState: Antialiased lines not supported
Granted, I have no idea if that's related to the issue or not.
It's not. Again, game should generally work just fine, and I can't reproduce this problem at all.
It's probably a mesa driver issue, then. Thanks for taking the time to look at it, though, being able to rule out DXVK makes things pretty simple, as it probably means I'll just have to wait a couple of months for this to get patched out in mesa lol.
I can reproduce this on my 7900xtx. You can work around it temporarily if you want by launching the game with RADV_DEBUG=nodcc
I will look into making a mesa issue.
I can reproduce this on my 7900xtx. You can work around it temporarily if you want by launching the game with
RADV_DEBUG=nodccI will look into making a mesa issue.
Thank you for commenting on this! Knowing it isn't just my system doing this with the game is reassuring, oddly enough, lol.
I'll try using that work-around in the meantime, though. Hopefully it'll be patched out soon. :)
Upstream MR will work around the issue https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21186
MR has been merged into main
RADV_DEBUG=nodcc`x2 2023-02
Software information
Sonic Frontiers, official Valve Proton (Experimental, Next, and 7.5)and latest ProtonGE tested, OpenSUSE Tumbleweed with latest Mesa drivers.
System information
Apitrace file(s)
From what I read, Apitrace does not work with Frontiers.
Log files
SonicFrontiers_d3d11.log
Large amounts of land isn't rendered, leaving the map heavily borked, with collision still in-tact: