By the looks of it, you're using a version of DXVK that is more than 2 years old.
Additionally your issue is missing all the info that the template was asking for.
I'd ask you to test a more recent version but the Vulkan driver is probably missing features we require. GPU drivers on Android are notoriously terrible which is one of the reasons why we don't officially support Android as a target platform for DXVK.
Hello K0bin,
I'm sorry for not filling out the info form. The screenshot is from version 1.10.3, but I tested it on the latest versions and the problem still occurs. The gpu drivers for Android are indeed very limited.
Thank you for your attention.
I'll test one of the games you listed when I find the time. (on Linux, not on Android)
I do expect this to be a driver bug though.
Hello there,
These games are working perfectly on Mesa Turnip with lastest DXVK.
This may be a limitation of ubo on Android gpu drivers, maybe?
I did some tests here changing the descriptor type from constant buffer to ssbo and I noticed that some parts of the character rendered almost correctly (but of course graphic glitches appeared).
These tests were done on an Adreno 660 (Vulkan 1.1.128) and Adreno 750 (Vulkan 1.3.128).
Turnip is the way to go on Android, we still can't really provide proper first-party support for it, but the developers generally do test DXVK and have reported problems to us in the past.
We can't and won't support proprietary drivers, 90% of the time they are hopelessly outdated garbage anyway and my condolences to any developer who has to support their application on this mess of an environment.
Thanks for the feedback and sorry guys for the inconvenience.
No worries.
Nothing extracted yet.
Hello guys, how are you?
I've been using DXVK with proprietary Vulkan driver on Android and it's been working great,
I've noticed that with some newer D3D9 games the Skeletal Mesh animations are not working properly and just stay in a pose. I've tested Dragon Ball Xenoverse, Shadow Warrior and Singularity and they seem to have the same behavior. Is this perhaps related to physical device limits?
Thank you very much.