Really need an apitrace, especially since there's mods involved.
Edit: Or at least some info on how to actually reproduce the bug in game. Would be far more useful than all the LLM drivel.
Game looks identical on 3.0 and 2.7.1 here. 🤷
@doitsujin Thank you for your response.
I tested on the vanilla (unpatched) release with the same results.
The only difference is that when I'm not loading a heavy game save, then the problem occurs until I select a city center in game.
I recorded apitrace of the vanilla version, hopefully it's correct:
https://patch.ee2.eu/patch15-other/EE2-apitrace.trace
And here is the video showing how it looks with the newest DXVK release:
https://github.com/user-attachments/assets/7f1b10ad-1e73-42a9-b838-b0795dc39347
Claude made the patch for me that fixes it on the newest version by reverting these commits:
revert-ffps-texture-usage.patch
Since DXVK 3.0, the scene renders too dark / washed-out, as if overall brightness/lighting is reduced. I bisected it to a single d3d9 fixed-function commit (details below). Before/after screenshots attached.
Software information
Empire Earth 2 (2005, Direct3D 8). Retail game with Unofficial Patch 1.6. Default in-game graphics settings. DXVK provides the D3D8→D3D9 translation (DXVK's own
d3d8.dll+d3d9.dll).Symptom: the whole scene is noticeably darker with washed-out colors compared to normal (the game is normally bright). Terrain is the most affected; units look roughly normal. Nothing is missing - geometry and textures are all present - only the overall brightness/lighting/color is wrong. See before/after screenshots.
Regression - bisected:
d4359489([dxvk] Disable HVV usage if zeroMappedMemory option is set)f572c58d([d3d9] Add more exhaustive check for FFPS texture usage)Reverting
f572c58dplus the three follow-ups built on it —a336e57b,016af1cc,a4653815— fully restores correct brightness on current master / 3.0. The newGetTextureStageStateFlags()/usedArgMasklogic ind3d9_device.cppappears to treat a texture stage that contributes to the final color as unused and prune it, dimming the output. This is stock DXVK d3d9 fixed-function code, reproducible with the official 3.0d3d8.dll+d3d9.dlldropped next toEE2.exe.System information
97fe0c66)Log files
Note: the regression is silent in the log - no related errors/warnings. The log is identical between the broken (3.0) and fixed (3.0 + revert) builds apart from the version string (same device, driver, extensions, features, formats). The only
d3d8warnings are pre-existing/unrelated:D3DRS_LINEPATTERNandD3DRS_PATCHSEGMENTSreported unimplemented (legacy no-op render states). The screenshots are the primary evidence.EE2_VULKAN_d3d9.log