Philip Rebohle
Philip Rebohle
And what about PCIe bandwidth?
`RADV_DEBUG=llvm` seems to work around the issue and it works on NV as-is. Shaders look relatively innocent and there's some weirdness with flicker happening even with a static frame capture,...
> afaik cppcheck support clang-tidy, also meson support clang-tidy integration as separate target ... if you want to go deeper. I **really** don't want to review some tool making random...
You're running out oif VRAM, try lowering your settings. DXVK also only has 3 out of 4GB available here, try closing background applications and disable Steam hardware acceleration to free...
As mentioned, your 4GB GPU is effectively a 3GB GPU on Linux due to some Nvidia driver jank, and DXVK doesn't have sophisticated memory management like Windows does. You could...
Can you try current master? I haven't seen this while playing the game, but quite a lot has happened since we released 2.13. The error messages are harmless (but should...
Driver probably doesn't expose the vertex formats requires for 1.1 or something, there's more to it than just features. We currently don't provide an override for this and I'm not...
I'm not seeing excessive memory usage when replaying the trace so I'm not sure if this is exactly your problem, but the game creates several huge textures **every single frame**...
"successful bugs" reads a bit weird, maybe "fixed" would be better? Just a nit though, I do agree that we should only count bugs as actual bugs if the corresponding...
Is this an *actual* issue for anything? Moderately annoying that SPIR-V specifies UB here rather than just undefined result, but I'm not sure how much of a priority this should...