I also experiment this issue, and there seems to be friends that expermient it on NVIDIA cards as well when using DXVK, the issue seems to happen in the vanilla game as well but it isn't as noticeable
GPU: RX 6700 (Non xt version)
Driver: AMD 25.3.1
Windows version: Windows 11 Pro 24H2 (OS Build: 26100.3323)
DXVK version: 2.5.3
The trace also doesn't replay correctly on AMD native, this is probably one of those cases where the game / mod just has a broken code path that it decides to enter when running on DXVK for some reason.
Does alt+f4 ing the game break the api trace by any chances?
Does alt+f4 ing the game break the api trace by any chances?
No, that's fine.
@Minelelol Did it look correct when you made the apitrace? Did you set up apitrace specifically to use DXVK?
Does alt+f4 ing the game break the api trace by any chances?
No, that's fine.
@Minelelol Did it look correct when you made the apitrace? Did you set up apitrace specifically to use DXVK?
Yea the visual looked correct when making the apitrace
EDIT : No I did not setup apitrace to use DXVK
What about NVIDIA cards?, it does render properly without DXVK but not with DXVK
What about NVIDIA cards?, it does render properly without DXVK but not with DXVK
Depends on what we find. So far it does sound like a DXVK issue and that would impact Nvidia GPUs as well.
The trace also doesn't replay correctly on AMD native, this is probably one of those cases where the game / mod just has a broken code path that it decides to enter when running on DXVK for some reason.
I think I messed up making the Apitraces, I only extracted the d3d9.dll wrapper. Will be making those again but it's gonna be a while for me
That's fine though, unless the game actually uses multiple APis. The other libraries are only needed for D3D10+.
The PR above should rid the black foliage in Forge World.
The overly bright surfaces issue in Boardwalk i don't know about. It looks the same for me with the native AMD d3d9 driver (rdna2 iGPU)
The PR above should rid the black foliage in Forge World. The overly bright surfaces issue in Boardwalk i don't know about. It looks the same for me with the native AMD d3d9 driver (rdna2 iGPU)
The ElDewrito (Halo Online) community has been using d3d9.allowDirectBufferMapping = False for about 2 years now in its dxvk configs for a substantial performance gain - we've seen framerates shoot up from sub-30 fps to 60 fps.
Please don't merge this. We would rather keep the option to have better performance at the cost of worse visuals.
idk if it could be helpful but all RAMP 2 forerunner surfaces don't render correctly with DXVK as well, is like if they were more white instead of the right gray for some reason
The PR above should rid the black foliage in Forge World. The overly bright surfaces issue in Boardwalk i don't know about. It looks the same for me with the native AMD d3d9 driver (rdna2 iGPU)
About that yeah, on AMD the game renders almost the same in both with and without DXVK, it seems to only render correctly on NVIDIA cards that aren't using DXVK
And in the base game some of the stuff that does not render right with DXVK are the emissive lights, bloom like lights and metal like reflective surfaces, for example the lights in the Elites, an example screenshot:
Right:
Wrong:
I'm pretty sure some of these stuff did render properly with older versions of the AMD drivers while using DXVK, because I remember that at some point it was the opposite, with DXVK using AMD it was rendering properly and with NVIDIA using DXVK it was rendering improperly, now it renders improperly in both while using DXVK, and on AMD with and without using DXVK
I'm pretty sure some of these stuff did render properly with older versions of the AMD drivers while using DXVK, because I remember that at some point it was the opposite, with DXVK using AMD it was rendering properly and with NVIDIA using DXVK it was rendering improperly, now it renders improperly in both while using DXVK, and on AMD with and without using DXVK
@TwistedFlog Then please find out which DXVK version was the last one that worked and ideally bisect it down to an exact commit.
Hi just an update on the situation, we managed to fix the graphical issue related to DXVK and AMD GPU user by recompiling the shaders again on our end and that fixes the problem lol. sorry for not disclosing this early on.
The PR above should rid the black foliage in Forge World. The overly bright surfaces issue in Boardwalk i don't know about. It looks the same for me with the native AMD d3d9 driver (rdna2 iGPU)
Yeah go ahead push this PR, if anyone wanna use the config for performance boost they can just create their own conf file. Rather have the game look the way it's intended to look. again sorry for not disclosing this issue early
We're in the process of rewriting our D3D9 shader compiler and I do intend to revisit this issue after that. Unfortunately this is all taking a bit longer than expected.
d3d9.dllx1 2025-03
Please describe your issue as accurately as possible.
Software information
Halo Online (Eldewrito 0.7.1.0) using Reach Anniversary Multiplayer Package 2 mod (RAMP 2 mod) (Settings on all high)
System information
Sidenote: This issue happens on AMD Polaris Rx 4XX - Navi Rx 7XXX and Intel Arc GPUs (Tested from playtester). Not sure about Nvidia and other card.
Apitrace file(s)
For instructions on how to use apitrace, see: https://github.com/doitsujin/dxvk/wiki/Using-Apitrace
Log files
On the map boardwalk, for some reason, the white building walls are insanely way too bright and it's surrounding are are darker than usual.
As you can see from the image comparison provided below.
And on the map Forge World, theres a weird decorator black foliage scattered on the surfaces spaced out like a grid and some issue on the forerunner cave wall. This issue doesn't happen when you don't use DXVK.
I hope this issue can be fixed, many people that play Eldewrito (ED) use DXVK as a way to negate performance issues.