Battle for Middle Earth 1 - Glitch Glowing Textures
Hi there and thank you for the report. Please fill out the rest of the bug report template. GPU, driver, OS and a dxvk log. If you are on Windows it should appear next to the games exe. Also if you are able then try to make a apitrace of the game
Hi there and thank you for the report. Please fill out the rest of the bug report template. GPU, driver, OS and a dxvk log. If you are on Windows it should appear next to the games exe. Also if you are able then try to make a apitrace of the game
GPU: RX580 2048sp Driver: AMD Adrenalin 25.3.1 OS: Windows 10 Pro x64 version 22H2 (OS Build 19045.5854) DXVK Log DUMP
Please make an apitrace.
Please make an apitrace.
// DebugView
00000038 6.19376230 [11740] FTH: (11740): *** Fault tolerant heap shim applied to current process. This is usually due to previous crashes. ***
00000039 10.93323421 [11740] [OBS] Failed to open pipe
00000040 10.94102287 [11740] [OBS]
00000041 10.94112206 [11740] graphics-hook.dll loaded against process: lotrbfme.exe
00000042 10.94123554 [11740]
00000043 10.94137383 [11740] [OBS]
00000044 10.94147396 [11740] (half life scientist) everything.. seems to be in order
00000045 10.94158554 [11740]
00000046 12.20250130 [11740] D3DX: (WARN) Overloaded ::new and ::delete operators do not conform to C++ standards:
00000047 12.20259953 [11740] D3DX: (WARN) An allocation of zero bytes should return a unique non-null pointer to at
00000048 12.20270061 [11740] D3DX: (WARN) least zero bytes. Deletion of a null pointer should quietly do nothing.
00000049 12.20279980 [11740] D3DX: (WARN) D3DX relies upon this behavior.
00000050 12.48694229 [11740] Could not find file
00000051 107.53993225 [11740] Could not find file
00000052 154.50201416 [11740] Could not find file
That is not an apitrace.
That just shows that OBS causes problems. Kill OBS and try it again without it.
That is not an apitrace.
That just shows that OBS causes problems. Kill OBS and try it again without it.
After following the instructions to configure apitrace-12.0-win32, the game crashes
- Download prebuilt apitrace files:
- If the game is 32-bit
- Now you have to copy the appropriate d3d9.dll, d3d11.dll, dxgi.dll and dxgitrace.dll files.
- Now copy those DLL files into the same folder as the game's .EXE.
- Launch the game and try to reproduce your issue as fast as possible, then exit the game after that (using ALT+F4 is fine).
- the game crashes
The issue is also present if you don't apply any of the configs in your dxvk.conf right?
The issue is also present if you don't apply any of the configs in your
dxvk.confright?
That's right
https://drive.proton.me/urls/YAMK1CQAR8#KSLY6Ncpeo8J apitrace for reproduction. @WinterSnowfall gave it a look but is not sure what is up yet and probably need a second opinion. At least it doesn't seem to be a format issue
@K0bin Fixing this is beyond me, but at least I've narrowed down the cause: specular material values.
In the apitrace excerpt above, everything up to the first DrawIndexedPrimitive call is a unit that is rendered correctly. Down from that to the final DrawIndexedPrimitive is an archer that is being oversaturated with light in dxvk.
We can notice that on archer in question the SetMaterial call has: Specular = {r = 1, g = 1, b = 0.9529412, a = 0} , whereas on the correctly rendered unit it's all 0. The lights used seem to be rather identical (except the coordinates ofc).
I've hacked that to 0 it all out and things start looking correctly (or at least more sane):
Versus:
~~P.S.: https://learn.microsoft.com/en-us/windows/win32/direct3d9/material-alpha The game appears to want us to use the alpha included in the material, since it's indeed setting D3DRS_SPECULARMATERIALSOURCE to D3DMCS_MATERIAL earlier in the trace, and on the "misbehaving" material alpha is 0.~~ False lead, see PR for details.