Try with d3d9.deferSurfaceCreation = True in a dxvk.conf file next to the exe
Thank for answer, but same. Log with d3d9.deferSurfaceCreation = True
That's unfortunately a normal problem with DXVK in GUI applications on Windows. Not much we can do about it.
That's unfortunately a normal problem with DXVK in GUI applications on Windows. Not much we can do about it.
Did you know details about what happening? Maybe i'll try to modify UT2004 to avoid this problem.
If this is about UnrealEd, it seems fine here in Wine. I can minimize it, then maximize it back without issues.
The "FPS HUD" disappearing can simply be a symptom of partial presentation, but the input should return once the window is back in focus.
What about d3d9.deviceLossOnFocusLoss = True? Does that do anything for you?
If this is about UnrealEd, it seems fine here in Wine. I can minimize it, then maximize it back without issues.
The "FPS HUD" disappearing can simply be a symptom of partial presentation, but the input should return once the window is back in focus.
What about
d3d9.deviceLossOnFocusLoss = True? Does that do anything for you?
With d3d9.deviceLossOnFocusLoss = True same. I find out it's happening when the TextureBrowser window opens additionally to the editor main window with viewports. When minimize-maximize to taskbar only with editor window - all ok.
Edit: not ok, when something selected in 3D view (brush or volume for example) - minimize and maximize again: 3D viewport became black and when trying to select something in top-view - selection work with huge XY offset
And again, desktop apps are not expected to work since we currently only support presenting via Vulkan swapchains rather than being fully GDI-compatible. Especially if your driver is set to present via DXGI then this kind of breakage isn't entirely unexpected and it's not a priority to change that.
(The only real way to fix this is to present from the CPU, which is obviously slow and accidentally hitting that path in a game would be catastrophic, so not entirely keen on ever doing this).
And again, desktop apps are not expected to work since we currently only support presenting via Vulkan swapchains rather than being fully GDI-compatible. Especially if your driver is set to present via DXGI then this kind of breakage isn't entirely unexpected and it's not a priority to change that.
(The only real way to fix this is to present from the CPU, which is obviously slow and accidentally hitting that path in a game would be catastrophic, so not entirely keen on ever doing this).
Thanks for clarify and your time. I will try to rewrite to D3D9Drv to Vulkan then. I think you can close this issue
Nothing extracted yet.
Open map for editing in UT2004, minimize app, maximize - after that DXVK seems lie unloaded (FPS HUD is disappeared) and application stop to receive mouse input.
Software information
UT2004 Editor
System information
Apitrace file(s)
Log files
UnrealEd_d3d9.log