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Texture Streaming Sampler Feedback is breaking PBR replacements (except for Albedos) in Dark Messiah

Open KingDavidW opened this issue 3 months ago • 3 comments

Starting with this commit: https://github.com/NVIDIAGameWorks/dxvk-remix/commit/e1b727c9b18c7fe16c2774a62dbdc85f0bf48d72

Whenever the sampler feedback is enabled, textures would lose their height/metalness/roughness/normal replacement assets. This is done consistently in that it chooses the same texture and same failures, but randomly in what textures it chooses.

For example, this stone wall works perfectly fine:

Image

But this pavestone has a botched height map only:

Image

whereas if I turn sampler off (this has an exaggerated height map at the moment for illustration sake):

Image

It doesn't matter what the texture is being tagged as, it will still do this when sampler is on/off. Here is another pair of pics, this taken from our Stonehelm trailer vs the latest test

Image Image

KingDavidW avatar Sep 19 '25 20:09 KingDavidW

Thanks for reaching out! We've filed REMIX-4623 for internal tracking.

NV-LL avatar Sep 22 '25 19:09 NV-LL

@KingDavidW Hi! We were trying to reproduce the bug in Dark Messiah with generic 4K textures, but couldn't.. May we ask for these specific assets and Remix config files?

Also, not sure if it's related, but some polygons on brushes (since it's a Source-based game) have incorrect normals. Because on screenshots, the shown failure cases seem to be on brushes? But maybe it's misleading

sultim-t-nv avatar Nov 21 '25 23:11 sultim-t-nv

@KingDavidW I have same issues same as @sultim-t-nv . Waiting for your response.

ai-joon avatar Nov 25 '25 02:11 ai-joon