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GTA IV - [FusionFix dev team request] PostFX corruption/inconsistency with D3D9 using FusionFix
I will try to describe the issue as accurately and succinctly as possible.
A new version of FusionFix (a mod which restores/fixes many graphical feature/errors which were present in the PC version) was recently released which restores the Depth of Field shader to the game. Members of the mod's development community (including myself) have noticed graphical inconsistencies with the original renderer when running the game under DXVK 2.3.
These inconsistencies can be described in the following ways:
- Bright outlines around distant buildings, and player character when falling through map;
- Corrupted UVs in post processing, such as fog and PostFX.
Please note the distant blurred buildings in the background that exhibit bright outlines around them, as well as some of the trees just below them:
D3D9 (original renderer)
DXVK
Software information
Grand Theft Auto IV (GTA IV) - The Complete Edition
System information
- GPU: RTX 3080 Ti
- Driver: 545.84
- Wine version: Windows 11 (Linux to be tested)
- DXVK version: 2.3
Apitrace file(s)
- https://drive.google.com/file/d/1wAdpJ9YAms_M6iLKVvnQ7hEHU67Qfc7g/view?usp=sharing
Additional links:
Save file for testing, at location/time-of-day in pics above: SGTA400.zip
Please don't hesitate to contact myself or the project's team for assistance. We would love to help fix this issue. 😊
Can you make an apitrace with the mod? There's a guide for how to do that in our wiki.
Can you make an apitrace with the mod? There's a guide for how to do that in our wiki.
Absolutely. Here's the link: https://drive.google.com/file/d/1wAdpJ9YAms_M6iLKVvnQ7hEHU67Qfc7g/view?usp=sharing
The bright outline have been bisected to have regressed with commit https://github.com/doitsujin/dxvk/commit/65635b23c1e8575362722c99e6ffdf9d9df64116
Also thank you for a well described issue
Another picture displaying the issue:
As you can see, when falling through the map the player character has a bright outline around them which is absent in D3D9.
seems to me its a transparency issue that i assume FusionFix alters with the shaders?
seems to me its a transparency issue that i assume FusionFix alters with the shaders?
It's a regression that also happens on a vanilla game. It's not related to FusionFix.
Why isn't this fix in DXVK already? Considering it had a new release about a month ago and the issue has been here for months now. Not complaining just wondering.
Because it breaks other games.
Because it breaks other games.
They literally have the ability to isolate code to certain executables like for eg:
if exe = GTAIV.exe then execute "x" fix
K0bin is a dev fwiw so he knows. I don't think there is interest in having this behind a config
The PC version of GTA IV mistakenly has the depth buffer sampler used by fog set to use linear filtering, whereas consoles correctly use point. Reverting that change fixes the issue without having to do anything on DXVK's side, so this issue may be closed.
Thanks for the heads up.