protonscr

Wreckfest

dxvkclosed invalid
doitsujin/dxvk#467 · opened 2018-06-30 by obcardinal · updated 2018-06-30 · 10 comments · github
Oobcardinal 2018-06-30 github
  1. In game, I see DXVK_HUD the frame counter shows 26-35 frames near other machines, and in fact - about 15-20.
  2. During the race, every 10-15 seconds - falls FPS to 7-11, until you pass the first lap. Later, there is no drop down until the finish. At the end of the circle (3), one more drop down was noticed.

Software information

Wreckfest, all settings to low.

System information

  • GPU: Intel HD 5500
  • Driver: Mesa 18.1.2
  • Wine version: 3.10-staging
  • DXVK version: 0.61

Apitrace file(s)

  • I could not write apitrace. I waited 10 minutes, the game not opened.
    Google Drive

Log files

Ddoitsujin maintainer 2018-06-30 github

And what exactly is your issue? If you expect to run this game at a playable framerate on that kind of hardware, you're out of luck, DXVK won't magically convert your Intel GPU to a 1080 Ti.

Oobcardinal 2018-06-30 github

I know, I'm not trying to run it on ultra settings. The game itself goes to 360p very well, near 35 FPS. But the falling FPS from time to time is not very good.

For example, the guy launched game on the HD 4400, yeah FPS is not big and the game is not launched for Wine, but he does not have any subsidence like me.

Maybe DXVK does not correctly load resources during the race? Or falling FPS - does not depend on DXVK?

Ddoitsujin maintainer 2018-06-30 github

Sorry, but your hardware is way below the system requirements. It's nice if something runs fine regardless but you cannot take that for granted.

Oobcardinal 2018-06-30 github

Hmm...
To the last, I will leave vivid examples of the problem:

  • Metro 2033 Redux [1] (You can pay attention to what the FPS was before the fall and after)
  • Darksiders Warmastered Edition [1] [2] [3]
  • Wreckfest [1] [2] [3] [4] [5]

I think this will happen in the future, in games where open worlds / lands with many objects. Although the NFS MW 12 so clearly not observed.

--
Also, at the time of mounting of Wreckfest, I learned that the time of this congealing is approximately equal (for 1-2 frames the difference is sometimes)

--
I notice that with D3D11 - there are no similar problems (Wreckfest)

--
Also, you can see problems with DXVK_HUD - fps
Real FPS and the displayed quantity does not match.

Ddoitsujin maintainer 2018-06-30 github

The HUD counts the number of times that DXGISwapChain::Present is called. The game might be passing some weird flags there which DXVK might not handle correctly, but other than that there is no bug.

The hangs in your video look like shader compilation stutter, which cannot be fixed.

Oobcardinal 2018-06-30 github

Thank you!

Ddoitsujin maintainer 2018-06-30 github

By the way, are you compiling Mesa from source by any chance? If so, make sure to disable all debugging-related options and pass -DNDEBUG to the compiler, otherwise shader compile times will take significantly longer than necessary. Binary packages in most distributions should be doing that already though.

Oobcardinal 2018-06-30 github

Previously, I had to collect packages from the sources of Mesa. Later I'll try it, thanks!

--
I found mesa.spec file with the parameters of the building of my Mesa. And there was not used --enable-debug
-DNDEBUG - I do not know about him, I can only hope.

But at the start of any Wine games I use also MESA_NO_ERROR=1

Llibcg 2018-06-30 github

Just a side note, MESA_NO_ERROR=1 has no effect on Vulkan apps. It's only used with OpenGL that has many more runtime checks.

Oobcardinal 2018-06-30 github

@libcg Really, thank you!

Launch options