protonscr

Flickering issues in Batman: Arkham City

dxvkclosed
doitsujin/dxvk#589 · opened 2018-08-22 by gfxstrand · updated 2020-04-22 · 11 comments · github
Ggfxstrand 2018-08-22 github

Occasionally characters and other objects will flicker a bit. This is noticeable in the intro menu where Batman will flicker in and out. It's also noticeable with one of the characters in the freeze-ray scene of the benchmark.

Software information

Batman: Arkham City
High settings with tessellation enabled.

System information

  • GPU: Intel Sky Lake
  • Driver: mesa master
  • Wine version: wine-3.13 (Staging)
  • DXVK version: master

Apitrace file(s)

I'd love to but I've never been able to get the game to trace correctly (and boy have I tried!)

EEignar17 2018-08-22 github

@jekstrand video card model?

Ggfxstrand 2018-08-22 github

@Eignar17 Intel Sky Lake is my video card. :smile: Any Intel gen9 I've tried has these issues. Maybe other gens too; haven't tried.

?ghost 2018-08-22 github

I use Intel Haswell, the DXVK has never been able to open any games here, the cause of this may be the Intel ANV driver

Ssaboya 2018-08-22 github

Haswell doesn't support the necessary Vulkan version / features.

KK0bin maintainer 2018-08-25 github

Here's the trace I recorded for #347. I'm not 100% sure I had tessellation enabled but I think so.

Ddoitsujin maintainer 2018-09-05 github

I tried replaying the trace file, but it hangs my GPU. Does the flickering issue happen on non-Intel hardware?

Right now it is impossible for me to debug this.

KK0bin maintainer 2018-09-05 github

No flickering at all for me on Nvidia.

Ggfxstrand 2018-09-05 github

I've observed the hang and I suspect it's a missing pipeline barrier somewhere.

@doitsujin If you're having hanging issues with Batman, you may need one or more of the patches in my batman branch: https://gitlab.freedesktop.org/jekstrand/mesa/commits/wip/anv-dxvk-batman

Ddoitsujin maintainer 2018-09-05 github

One of my problems is that I don't have any Intel hardware to test with, and RADV hangs during the replay as mentioned.

I can double-check whether my code emits barriers where needed, and I'm pretty sure it does, but that's pretty much all I can do now. As mentioned I just cannot debug the game right now.

Wwerman 2020-04-22 github

@jekstrand The flickering is fixed :tada: in Mesa master somewhere between 4daa3917a38 (2020-04-22) and 896a7c28eb4 (2020-03-31)
I investigated it a year ago and also found nothing at that time.

Wwerman 2020-04-22 github
Bisect ended on:
 191ced539a18e4738e7e6bce7612779dced1625a is the first bad commit
commit 191ced539a18e4738e7e6bce7612779dced1625a
Author: Juan A. Suarez Romero <[email protected]>
Date:   Tue Mar 31 10:59:20 2020 +0000

    anv/pipeline: allow more than 16 FS inputs
    
    A fragment shader can have more than 16 inputs, so SBE emission should
    deal with all of them.
    
    This fixes dEQP-VK.pipeline.max_varyings.*
    
    Cc: [email protected]
    Signed-off-by: Juan A. Suarez Romero <[email protected]>
    Reviewed-by: Jason Ekstrand <[email protected]>
    Reviewed-by: Ivan Briano <[email protected]>
    Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2010>
    Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2010>

read "bad" as "good" commit. Already in stable. So I have nothing to add.

Nothing extracted yet.