Autumn
Autumn
I still cannot replicate this :( I wonder if for some reason on your setup, WineD3D exposes less modes and DXVK more modes and the game has a fixed size...
Can you test with this? It would be interesting to see if this affects the problem for you. [dxvk-format-exposure.tar.gz](https://github.com/doitsujin/dxvk/files/5936535/dxvk-format-exposure.tar.gz)
Pretty sure this is just because we expose more modes than Windows and the game has a fixed size. Not super sure what to do here. I guess we could...
Probably makes sense to add `=1` to force it to be `144` instead of only `48 (2)/24 (3)`.
I'd like to come back to this after DXVK 2.0 is released, there is a lot that can and probably will regress from this either in perf or functionality.
The game compiles shaders from hlsl at runtime, is what I believe is the problem? (In this instance)
Exposing the API name thing is fine, but having date/time is bad because it breaks reproducible builds.
I recommend exposing the API name thing the same way we do for DX10.
+1 I would also like this for SteamVR and other projects.