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[d3d11][regression] Vindictus - Rendering issues #4405
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Can repro in game, thanks for at least trying to trace the damn thing though even if it didn't really work out.
FYI, apitrace fakes its own exe name in a way that's visible to DXVK, so any app profiles for the actual game will automatically apply to replaying any trace recorded from it as well. |
Starting to look like a game bug, zeroing memory in Edit: Zeroing mapped memory on free works too. It's still extremely expensive on the CPU to the point where it takes more time than doing anything Vulkan-related, but that seems to be the only thing that makes the game actually happy. |
I just had a look at the vindictus-fix branch. I can confirm that it fixes the issue and the performance impact is very minimal, at least coming from my limited testing. |
One of the commits in #4293 started causing rendering issues. I captured a video to showcase the problem. The problem only seems to happen when
d3d11.cachedDynamicResources
is set (which is set to 'cr' by default to boost performance).I tried to bisect it down to the exact commit, but it didn't build for two commits, so I had to skip those.
Bisect output
Software information
Vindictus, D3D11 mode
System information
Apitrace file(s)
I tried capturing traces which can be found here.
The one captured on Windows is fairly short, the capturing process was super slow there. I didn't see the problem when I replayed it, not even when I set
d3d11.cachedDynamicResources
to 'cr' to match the built-in config for the game.There are two traces captured with Proton, both of them were using DXVK, I couldn't replay them because d3dretrace threw an error (unknown event), with different numbers for each trace.
I tried to capture a trace with WineD3D as well, but the game crashed with that.
Log files
Info level
Vindictus_x64_d3d11.log
Vindictus_x64_dxgi.log
Debug level
Vindictus_x64_d3d11.log
Vindictus_x64_dxgi.log
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