WinterSnowfall
WinterSnowfall
Fixed in dxvk master (or rather worked around, since the game's behavior is dependent on an odd implementation detail) by https://github.com/doitsujin/dxvk/pull/4143.
> if you want to go deeper. Yeah, no :P. But thanks for the insight, I might have a use for that on other stuff I'm working on.
> Honestly, unless this turns up something _actually_ interesting like that one dxso binding derp, I think the stuff in `dxvk_memory.cpp` and `dxvk_context.h` is worth it at least. > I'd...
Kind of obsolete at this point with all the refactoring going on. I can always run static analysis again on master if deemed useful, but most of the remaining stuff...
@K0bin Fixing this is beyond me, but at least I've narrowed down the cause: specular material values. [Archer.txt](https://github.com/user-attachments/files/22414751/Archer.txt) In the apitrace excerpt above, everything up to the first DrawIndexedPrimitive call...
Popped in to say that with Nvidia and X11, I get the "small window in the top left corner" behavior, while my desktop covers the rest of the screen. But...
Please close this issue, as we're already handling it in: https://github.com/doitsujin/dxvk/issues/5166 .
I remember Alpyne already has fixed quite a few things for MGS2 and that it was working relatively correctly on Nvidia for the 1.0 release. See ##63 for more details....
> No. I deleted gog d3d8, created dxvk.conf in the folder with mgs2_sse.exe and set d3d8.managedBufferPlacement = False, but this did not change anything at all. The game works with...
If `hideAmdGpu = True` doesn't work, I have a feeling the game's getting its data from some nvapi endpoint, so dxvk-nvapi would be the place to address that. There's nothing...