Robin Kertels
Robin Kertels
It's possible to make the old code prior to 9be454fd3e3bd11e4cbe37100e15a7435cee59be reproduce the bug by simply disabling the use of VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC & VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC (and using the non-dynamic version instead). e70025d96f7df4dcecb0d19d939458a6b27c915d The...
I reported this to Nvidia and it's tracked as `NVIDIA Bug 4890047`.
Of course you have, it's a driver bug. Nvidia have confirmed that the next **major** version of the driver will have a fix.
I'm curious: what's making you go for manual tracking when you're implementing an API with automatic barriers on top of an API with automatic barriers?
The sub allocation one is definitely a good point. I always thought that the Metal 3 fence API would be too much of a mess to manage.
I can't see any shadow bugs. Looks correct to me. Can you get a bit more specific please? And I assume 50 fps is less than you expect?
The Windows version of CSGO never got a 64bit upgrade. So 64bit DXVK cannot work with it. > Theoretically, what effect can we archieve with this new technology? I don't...
Just to quickly sum up our findings so far: The game runs out of address space due to 400 MB of directly mapped D3D9 buffers. Disabling direct buffer mapping causes...
@SoftieTechCat Which formats are DXT1 and ATI2? > warn: ConvertFormat: Unknown format encountered: 826496599 That's FOURCC for `WVC1`. The FOURCC `WVC1` is mentioned on here: https://learn.microsoft.com/en-us/windows/win32/medfound/usingthewindowsmediavideo9advancedprofilecodec. That seems sensible considering...
Do those missing video interfaces cause actual issues?