Sigh... guess I was a bit hasty trying to get rig of some queue syncs.
Does setting d3d9.allowDirectBufferMapping = True in a dxvk.conf file next to the game executable fix it for you?
~P.S.: You can always force the game to use SWVP by editing C:\Windows\Ubisoft\ubi.ini and setting TnL=0, but that will have a negative impact on performance (which isn't great anyway, since the game is broken in its retail state).~ Nevermind on the above, as that won't work properly without disabling direct buffer mapping. I highly recommend using the Better Rayman 3 patch if you want to get a good experience out of the game - it will also work in conjunction with dxvk.
I was able to reproduce the issue. Above PR should fix things. Thanks for the report!
d3d9.allowDirectBufferMapping = True
in dxvk.conf resolved the issue
Thank you very much.
Great. I'll make that the default in a moment, together with a couple of other things.
Nothing extracted yet.
Hello DXVK team,
if I use DXVK for Rayman 3 game, I have a visual issue:
https://youtu.be/l4Ickp4R9wQ
As you can see in this video, this visual issue appearing when I fight an elf or recovering yellow prism.
This visual issue could be related to "hardware vertex processing".
Is there a way to ask DXVK to disable "hardware vertex processing"?
Thank you for your help.
My config:
Manjaro 24.1.1 Xahea
Kernel: x86_64 Linux 6.6.54-2-MANJARO
Proc: AMD Ryzen 9 5900HX
GPU: AMD Radeon RX 6600M
Drivers: Mesa 24.2.4
Resolution: 1920x1080
32 Go RAM
DE: Xfce4
wine log:
rayman3_wine_dxvk.log