I will take a look to this, because this guy is the chillest around and a fucking badass C# engineer.
@Fredolx Hi there. Could you post a Proton log?
Feel free to ask for more api traces or logs :)
Could you try to install the native version of d3dx9_41 in to the prefix via Protontricks? And maybe d3dcompiler_47
Looks like a regression with the fixed-function rework from a while ago, there are no shaders in this game. 2.7.1 renders correctly though.
Could you try to install the native version of
d3dx9_41in to the prefix via Protontricks? And maybed3dcompiler_47
I will tommorow, thank you
I will tommorow, thank you
No, need. We've already fixed the issue.
Thanks for the good bug report though!
Killing Floor 1 has a weird lighting bug when playing on Linux using DXVK. To be clear, we're talking about the windows version of the game, played on Linux through DXVK with the D3D9 API selected in-game.
I've tried tweaking the graphic settings, playing with a bunch of different settings too, and I could not solve the issue
I've also thought it could've been an issue with xwayland so I tried
PROTON_ENABLE_WAYLAND=1and also tried running the game through gamescope with no improvements.This is what the game is supposed to look like:
This is what it looks like using DXVK
I made sure to check it wasn't some weird gamme/brightness issue, there are gamma/brightness settings in game, they do work, but it does not fix the problem. Even at the lowest gamma/brightness, the headlights of the car are still too bright for example.
It seems there's an actual rendering bug here. I don't have much rendering experience so excuse my lack of proper language.
Software information
Killing Floor 1, using the D3D9 API on the Windows version of the game (not native)
System information
Apitrace file(s)
https://drive.google.com/file/d/1lTfFBlg443cTWlbn20pldATGc1kYGdZA/view?usp=drive_link