Tobias Jakobi
Tobias Jakobi
I'm also seeing the exact same issue on an Ayaneo Kun (a handheld device). The integrated controller identifies itself as a Xbox360 controller. The USB device of the controller quickly...
At least for my system config the power state can be read from '/sys/class/drm/card1/device/power_dpm_state'. I haven't tried this, but maybe one can use inotify to watch this node and act...
@rafaelnp: Depends on your setup (DRI2 or DRI3). Usually you can just use plain old glxinfo to check what GPU is currently in use.
I've tried the game with the `1.0` release of d8vk, but I can't get shadow buffer mode to work. I make sure that the game picks up the correct `d3d8.dll`...
OK, so I've tried a few things. First of all, the game seems to have exactly two shadow rendering algorithms, one being projector mode, the other one being buffer mode....
No luck so far. I've tried the vendor/device ID override. Doesn't have any effect. I've cherry-picked the commit from https://github.com/AlpyneDreams/d8vk/pull/163 on top of `d8vk-v1.0` and tested the build. Same results...
OK, now we're getting somewhere! New screenshot with buffer mode: [Image 3](https://www.math.uni-bielefeld.de/~tjakobi/archive/splintercell/buffer_2.jpg) This is with `d3d8.scaleDref = 24` in the d8vk config. At least the shadow cast by the fan...
Another update. So first of all: I made a mistake with my last test involving d8vk. The version string in the HUD gave it away. I realized, after reading the...
Just a short note that even with the recently released DXVK v2.4, shadows still don't work properly in SC. Even worse, the game immediately crashes on startup when you use...
> > Even worse, the game immediately crashes on startup when you use the latest dgVoodoo2 (which is 2.82.5 for me). I went back to dgVoodoo2 v2.81.3 to make it...