vkQuake
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instability/ lock ups with NVidia drivers when Vulkan/OpenGL present method set to auto ( prefer native ?)
vkquake seems to have a tendency to freeze/hang when 3D setting for vkquake have the option Vulkan/OpenGL present method set to auto
which is the default setting.
Not sure what really triggers this, Could be a race condition, though, because with a debug build "Breaking all" and "Continue" would unblock the program and it would continue.
all task_worker threads would be waiting for a semaphore
Not Flagged 12148 0 Worker Thread Task_Worker SDL2.dll!00007ff8361a47e0
ntdll.dll!00007ff8ab570f94()
ntdll.dll!00007ff8ab534d7d()
ntdll.dll!00007ff8ab534c32()
ntdll.dll!00007ff8ab534943()
KernelBase.dll!00007ff8a8e432cf()
SDL2.dll!00007ff8361a47e0()
vkQuake.exe!SpinWaitSemaphore(SDL_semaphore * semaphore) Line 188
vkQuake.exe!TaskQueuePop(task_queue_t * queue) Line 239
vkQuake.exe!Task_Worker(void * data) Line 293
SDL2.dll!00007ff8360ea597()
SDL2.dll!00007ff8361a4cce()
ucrtbased.dll!00007ff813622d20()
kernel32.dll!00007ff8a96a7374()
ntdll.dll!00007ff8ab51cc91()
the last lock ups happened with the bonkjam map pack, but nothing really dramatic was going on during play.
The best option so far is to set the above option to `Prefer layered on DXGI Swapchain' does anyone has also expererienced such lock ups with nvidia drivers?
current driver version is 560.70