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BUG: Unspecific missing surfaces
ezQuake version: 3.6.4
OS/device including version: Windows and macOS at least, likely not OS-specific.
Describe the bug Sometimes some surfaces (few, most of the map is drawn) are not drawn. The error is stable when moving around if I understand correctly. Not enough reports to draw any conclusions on if it's a specific texture that's missing on all places across the map or if it's missing geometry somehow.
Happens both in modern and classic renderer.
To Reproduce No pattern identified yet. Fairly rare.
Expected behavior Correct drawing.
Screenshots See screenshots in comments.
Additional context Started in 3.6.4, no bisect made, not yet seen by any dev, vid_restart fixes the issue. Possibly a free'd texture that has been a bug, but was first exposed with newer 3rd party deps that came with 3.6.4, a bisect will help here.
Would be great if the people experiencing this can compare their hardware and configs and see if they have something in common. Has been known to happened with modern Nvidia hardware and updated drivers.
from xero,
from nikke,
from er,
from gnz, on macOS so old renderer,
Sometimes if i load a cfg during a game i get this bug when the map is reloaded. I havnt been able to reproduce it but it occurs a couple of times a week.
I use Win 11 with latest nvidia drivers. In nvidia control panel i have changed some settings specific to ezQuake, Power management mode: Prefer maximum performance, Texure filtering anisotropic: ON. Texture quality: High performance. Texture filtering - Trilinear optimasation - ON.
Some settings in my config:
//Texture Settings gl_externalTextures_world "0" gl_max_size "16" gl_texturemode "gl_nearest_mipmap_linear"
//xero
Something lacking here from everyone experiencing this issue is frequency of it happening. Has it happened once since release, does it happen a few times a week, does it happen daily, does it happen first after client has been running for a few hours or can happen first map after a fresh start?
I can prepare a couple of different builds to easily find the issue, but that requires attention to detail and not launching the wrong client and marking a working build as broken. Perhaps I should figure out a way to hardcode a message in the UI when running such a build so it's guaranteed to end up in screenshots.
None of the above screenshots use the new gl_outline, are perhaps all above screenshots from the old renderer?