Robin Kertels
Robin Kertels
So it works on Linux + AMD and Windows + Nvidia. Sounds like a problem with AMDs Windows driver. We've had reports about a bunch of those.
> dxgi.customDeviceId = 4318 > dxgi.customVendorId = 12345 > d3d11.disableDirectImageMapping = True > d3d11.cachedDynamicResources = "a" > dxvk.zeroMappedMemory = True > d3d11.forceComputeUavBarriers = True > d3d11.clampNegativeLodBias = True > d3d11.relaxedGraphicsBarriers...
> Furthermore, they found a bit of ghidra code which appears to suggest that the ammount of dynamically bound memory(the memory used when moving from chunk to chunk) is exactly...
Please make that Apitrace that the issue template requested. There's a guide in the wiki.
There's two problems here: # Depth prepass hits the feedback loop detection. The game binds the depth buffer as texture 0 for the depth prepass. That depth prepass is done...
There isn't anything obviously wrong with it and unfortunately apitraces can't be used to judge performance. The game is also no longer available, so I can't really look into this.
> lsfg-vk: An error occurred while initializing the Vulkan device layer: > - Failed to create Vulkan device > - Unknown error (error -3) I blame that lossless-scaling layer. Try...
Resource sharing requires modifications to WineVulkan that regular Wine currently doesn't ship. The Wine developers are however working on supporting it in the future.
Which area of the game are you in? I just tried to reproduce the issue and it worked perfectly fine without crashing.  (A couple of streets from Times Square)...
> I did have VKD3D_CONFIG='dxr,no_rt_const_buffer_cbv,no_render_pass,upload_hvv' in my command line when I generated the earlier attached log Please don't just use random configs or environment variables you find online without understanding...