protonscr

[VR] Too bright image when ingame MSAA is set to x2 or higher

dxvkclosed
doitsujin/dxvk#4786 · opened 2025-03-21 by XenoPL · updated 2025-05-16 · 5 comments · github
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XXenoPL 2025-03-21 github

More of a request for help than actual bug report.
I've stumbled upon a bit weird issue: enabling MSAA in DX11 game (Falcon BMS 4.37 update 6) makes whole scene too bright, it looks like you'd be looking trough slight white haze (screenies attached).
This happens only in VR (using Steam VR/openVR, sadly OpenXR mode doesn't work for me) and only on Linux, same hardware and streaming app on Windows works fine.
A question does enabling MSAA changes output image format, that could cause streaming app calculate overall scene brightness (gamma) too high?

Hardware: RX 7900XTX (Sapphire Nitro+) + Pico 4 Utra VR standalone HMD
Software:
Kernel: 6.13.7, mesa 25.0,up to date Proton Experimental, SteamVR 2.10.1
VR streaming app: ALVR 20.13.0

MSAA x1

Image

MSAA x2

Image

Thanks in advance.

Ddoitsujin maintainer 2025-03-21 github

It's possible that the game uses a different image format for the resolve image than for the render target and things get reinterpreted the wrong way somewhere, and probably past the point where DXVK is involved.

Not sure how to make this actionable though, VR is almost undebuggable as-is.

XXenoPL 2025-03-21 github

Thanks for reply, I've asked BMS devs if there could be a difference in image format between msaa output image and render target. The answer is none, should be the same. So i'm a bit puzzled, will dig some more, hoping it can be fixed. To bad I cannot try it with different VR runtime due to Protons OpenXR loader design.

Ddoitsujin maintainer 2025-03-21 github

Can you try throwing DXVK 2.5.3 (or just Proton 9.0-4) at the problem? We've changed the way MSAA resolves are implemented in general, and this certainly looks like there's an UNORM <-> SRGB mishap going on.

XXenoPL 2025-03-26 github

I did revert DXVK from 2.6.6 current Proton Experimental provides to 2.4.1, same thing.
Thanks for tips anyways. I'll be asking for some more assistance on ALVR discord, maybe with some code change in game, dxvk, alvr or steamvr there'll be new roll of dices what new set of bugs gonna manifest itself and this one will go away :)

XXenoPL 2025-05-16 github

This one is most likely SteamVR OpenVR runtime bug, running BMS VR using OpenXR runtime, even SteamVR one solves the problem.
'tho' thanks for all the assistance, it was very helpful.

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