Need an apitrace to be able to reproduce this, unless you want to wait a few years until someone randomly finds a retail copy on the street.
Can't say I'm able to reproduce the problem: https://drive.proton.me/urls/08F6Q557YG#HUD4KZMVO2bg
Thank you guys for your fast responde to such a niche issue. It is realy unfortunate that the strange behavior doen't seem to be reproducable. If there is anythong i can do to help i will try my best.
Try to make a apitrace.
Guys i have to tell you something. I made a big mistake i thought i was testing the vannilla state of the game with dxvk but i overlooked something. There was a leftover SystemCfgOverride.cfg from previous tinkering efforts. The cfg had set e_obj_view_dist_ratio to 110 wich is not a stable setting for the game, i reversed the changes and erverything was fine. But I'm still a bit confused how dgvoodoo2 and Wine3D for windows could midigate this game internal error. Thank you all for looking into it.
Nothing extracted yet.
Game: Far Cry (2004), retail, patched to 1.32 + official 64-bit Upgrade Patch + 64-bit Enhanced Content Patch (Bin64\FarCry.exe)
DXVK version tested: 3.0
GPU / Driver: Nvidia GeForce RTX 3060,581.80.0
OS: Windows 10 (Build 19045)
Issue:
When observing another character firing a weapon from a distance, large, incorrectly scaled/garbled textured quads appear near the shooter — roughly the size of the small hangar buildings elsewhere in the game. Sometimes one of these quads appears to show a texture that seems unrelated to the effect (e.g. what looks like a wooden sign texture).
I believe this may be related to D3D9 point sprite size computation (D3DRS_POINTSIZE / D3DRS_POINTSCALE_A/B/C), since:
I'm not certain this is the exact cause — just the most likely lead I could find based on the symptom. Happy to help narrow it down further.
Reproduction:
What I've already tried:
Let me know if a DXVK debug log or anything else would help track this down — happy to provide.
FarCry_d3d9.log