Philip Rebohle
Philip Rebohle
Yeah I checked the trace in more detail to make sure we're not being stupid, but it really does look like the game just unconditionally loads all of its textures,...
Yeah, doesn't look like there's anything we can do about that. Apparently people have been complaining about that for [almost 7 years](https://stackoverflow.com/questions/34719785/how-to-add-submodule-files-to-a-github-release) at this point.
Are we even talking about the shader compilation that's being done inside DXVK (i.e. the whole DXBC->SPV->GPU binary stack) or just d3dcompiler stuff to do HLSL->DXBC (which, yes, requires Microsoft's...
It's not clear to me what the test is actually trying to test and what it is that DXVK is actually doing wrong. Also please note that fixing real-world games...
I somehow doubt that the Unreal Engine 4 error messages come from 3DMark 06 since UE4 came out in 2014. Also, UE4 is *known to work* with DXVK. What exactly...
I'm not seeing any DXVK messges in that log, did you disable logging or does it crash before even calling into any of our code? Are you using the native...
The code that was added quite literally doesn't do anything except enable some Vulkan extensions, it doesn't change DXVK's behaviour in any way at all as long as DLSS is...
Yeah, but the point that I don't quite get is... why the heck does this only happen in specific games that don't even use DLSS?
Trying to open the trace crashes here: > Loading: "fuyukuru.trace" > error: (DXGISwapChain4::QueryInterfacethisriidppvObj) unknown call detail 65 Which apitrace build was this created with?
The trial version of that game from the website works fine here (using current DXVK master) and some old wine-tkg 7.16 build. Looking at your wine log though, this is...