protonscr

Hitman Absolution: aim mode rendering broken.

dxvkclosed bug
doitsujin/dxvk#479 · opened 2018-07-06 by angavrilov · updated 2018-07-06 · 7 comments · github
Aangavrilov 2018-07-06 github

The right mouse button aim mode rendering is affected by a screen wide glitch, making it nearly unusable.

From observation, the behavior of the glitch seems consistent with the depth buffer not being cleared between frames. For instance, walking towards objects makes them render correctly, while walking back makes everything go blank.

Software information

Hitman Absolution (Steam); happens even with lowest settings

System information

  • GPU: GTX 1060
  • Driver: 396.24.02
  • Wine version: wine-3.11 (Staging)
  • DXVK version: 0.61 and master

Apitrace file(s)

I tried to make apitrace about 10 times, but the furthest I could get before crashing was the main menu, and that was on one lucky attempt.

Log files

Ddoitsujin maintainer 2018-07-06 github

Can't debug without apitrace. Depth buffer clears have no known bugs though.

Aangavrilov 2018-07-06 github

Any idea how to make it work? It seems it has a high chance of crashing on transitions between the intro cinematics or menu screens, no matter if I press skip or try to wait it out naturally. Apitrace mentions getting exception c0000005 (access violation it seems) in stderr.

Ddoitsujin maintainer 2018-07-06 github

It might be impossible to make it work, but that also means that it's going to be impossible for me to ever do anything about this issue.

Ddoitsujin maintainer 2018-07-06 github

You could try making a D3D11 Renderdoc capture on Windows, it's not going to be the most useful thing in the world but I could at least see what the game is trying to do.

Aangavrilov 2018-07-06 github

OK, so since intro videos are all in separate files, I removed or replaced all of them that delayed loading the level, and finally got it to run long enough to record a trace with the bug:

https://drive.google.com/file/d/1dIJ4g7HFxOGcu8uk4qaace2Q1kQktDvu/view

When playing back with DXVK the zoom in rendering bug occurs as I see it in actual play. The playback also has some weird flickering on the road etc, but that does not actually happen.

Ddoitsujin maintainer 2018-07-06 github

Thanks, will look into it.

Ddoitsujin maintainer 2018-07-06 github

4d1a70bd89675f9551aefee2a52699791c228078 should fix this.

The issue was indeed a missing depth buffer clear. The game for some reason calls ClearDepthStencilView three times on the same view, requesting to clear only the stencil aspect in the third clear, which would cause DXVK to throw away information about the depth clear.

Nothing extracted yet.