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dxvk-remix's Issues

Vampire the masquerade crash due to nullptr exception

When launching vampire the masquerade with the latest master build (dxvk-remix-d7bcdb3-debug) the game crashes as soon as you land in the main menu. you can hear the sound first and then it crashes a couple seconds later.

Error occurs in the vulkan_presenter.h at line 212:

return m_window == other;

Looks like it's not properly getting the game window.

Here's the bridge dump from the crash.
NvRemixBridge.exe_20230427_225605.dmp.zip

Call stack:

>	d3d9.dll!dxvk::vk::Presenter::isSameHWND(HWND__ * const other) Line 212	C++
 	d3d9.dll!dxvk::D3D9SwapChainEx::Present(const tagRECT * pSourceRect, const tagRECT * pDestRect, HWND__ * hDestWindowOverride, const _RGNDATA * pDirtyRegion, unsigned long dwFlags) Line 395	C++
 	d3d9.dll!dxvk::D3D9DeviceEx::PresentEx(const tagRECT * pSourceRect, const tagRECT * pDestRect, HWND__ * hDestWindowOverride, const _RGNDATA * pDirtyRegion, unsigned long dwFlags) Line 3567	C++
 	d3d9.dll!dxvk::D3D9DeviceEx::Present(const tagRECT * pSourceRect, const tagRECT * pDestRect, HWND__ * hDestWindowOverride, const _RGNDATA * pDirtyRegion) Line 389	C++
 	[External Code]	

Launch parameters used for the game (gog release):
-game Unofficial_Patch -windowed -dxlevel 70 -novid +mat_disable_d3d9ex 1

[REMIX-2074] Crash in GTA:SA

Before I was on DXVK build 222 and Bridge build 28, did not update to the latest build for around 2 3 days, everything was running fine until I updated to DXVK 236 and Bridge 29. Its started doing memory overload then crashes then I tested backwards till DXVK build 232 every build crashed same way. Then I found a fixed it on DXVK build 236 By lowering the max resolution which i belive was tanking the memory. Then Few hours DXVk Build 240 came, in between i had a doubt on Bridge build 29 with build 28 it was ok but was crashing with 29. Then DXVK Build 242 Came with Bridge Build 28 also crashed.

Software information

Game - GTA San Andreas ver1.0 USA,
In Game Setting - Frame Limiter On, Widescreen - On, Visual Quality - High, Mipmap - No, Anti Aliasing - No , Resolution - 1600x900

System information

  • GPU: Galax RTX 2060 Super
  • Driver: 537.13
  • Bridge Remix: Build 28 same on 29, before it gave me long error log which i posted on Discord general too
  • DXVK Remix: build 242

Apitrace file(s)

  • Put a link here

Log files

Before
If i missed anything please ask

Add ability to change render target

Some games might use a different render target besides the hardcoded one here

// We only look at RT 0 currently. const uint32_t kRenderTargetIndex = 0;

Could this be either an option set in the rtx.conf file or even added to the imgui interface?

Geometry capture issues in Delta Force: Black Hawk down

In Delta Force: Black Hawk down, the terrain is not being detected by remix normally. The terrain can only be seen by remix (without textures) when there's a point light directly shining on it. The Portal RTX version Has this bug, but instead of no terrain, there's some terrain that's visible. This bug is present on version 0.1.1. Player first person gun is visible, but arms are not. NPC friendly soldiers are invisible at the highest LOD level. They show up fine on LODs lower than. any other kinds of NPCs don't disappear like this. Enabling shader based vertex capture causes geometry to to glitch out with vertices spreading around in random directions.

Software information

Delta Force: Black Hawk down

System information

  • GPU: NVIDIA GeForce RTX 4090
  • Driver: 531.41
  • Wine version:
  • DXVK version: 0.1.1

Log files

d3d9.log
dfbhd_d3d9.log

0001-0703.mp4
0001-0304.mp4
0001-0304.mp4

Screenshot 2023-04-25 030147

Meshes whose textures were marked as "Sky Textures" can't be captured nor replaced

Tested in U2 and Sonic Adventures DX.
If one mark the sky texture as such, captures won't contain the meshes and even if you handwrite a replacement for that mesh_HASH, the replacement won't take place.
Tested with the latest dxvk build #235, but has been happening for a couple months.

Steps for the missing mesh in the capture:

  • Launch any compatible game
  • Find the sky texture and categorize it as such
  • Capture frame in USD
  • Open it in OV, the mesh won't be there.

Steps for testing the replacement not working:

  • Launch any compatible game
  • Don't mark as sky texture yet
  • Capture the mesh, setup a replacement for it. I've made a sphere mesh with a HDR map all setup: Models.zip
  • If it works in game, now categorize the texture as sky texture and the replacement won't work anymore.

Bonus:

  • If you slap a sun light in the mesh, it won't cross the dome even explicitly setting the mesh to single sided and to not cast shadows (See the attached mesh).

Expected behaviour

  • Objects whose textures have been marked as "Sky Texture" could be captured and replaced as any other.
  • Replaced sky meshes would still count as "miss rays" by the raytracing shader, thus, being more physically precise and also saving performance.
  • The sun would light up the scene as usual, even if its not a custom directional light, just the game's original light translated to the runtime.

Portal RTX is not working with last NVIDIA drivers

Compatibility Report

  • Portal RTX
  • Steam AppID 2012840

System Information

  • GPU: NVIDIA GeForce RTX 4070 Ti
  • Video driver version: 546.29.0
  • Kernel version: Windows 11 Pro 22H2 10.0.22621 Build 22621
  • Link to full system information report as system.txt
  • Proton version: <?>

I confirm:

  • that I haven't found an existing compatibility report for this game.
  • that I have checked whether there are updates for my system available.

Symptoms

The intialize of vkCreateDevice is failing on wrapper.cpp:408

warn: [06.12.2023 19-28-53][streamline][error]wrapper.cpp:408[vkCreateDevice] vkCreateDevice failed
err: DxvkAdapter: Failed to create device

I am using config rtx default files downloaded from steam. I played the game on January 2023 and it worked correctly.

Reproduction

Go to steam library -> play game -> The game will not launch anymore.

Data to reproduce the issue

dxvk.txt
hl2_d3d9.log
hl2_d3d9.txt
metrics.txt
rtx.txt
steam_appid.txt
thirdpartylegalnotices.txt

LNK1112

Getting this error "fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'x86'" when running the command "powershell -command "& .\build_dxvk.ps1" Searched for hours for a solutionfor a way to change the target but cant find anything that works. Help :)

Unexpectedly high CPU usage by geometry processing thread workers when LowLatency is true

Hello,

I am currently working on a fork of dxvk-remix in order to support non-shader RTX functionality within DXVK on DXGI/D3D10/D3D11 pipelines, so I've been in the process of dissecting the changes made to DXVK in my porting process.

One of the things I immediately noticed during porting of the D3D9Rtx class, is the substantially high performance impact that occurs during a naive thread yield busy-wait condition inside the geometry-processing worker threads spawned in the D3D9Rtx constructor, specifically when LowLatency mode is enabled (as a template parameter to WorkerThreadPool):

D3D9Rtx::D3D9Rtx(D3D9DeviceEx* d3d9Device)

  D3D9Rtx::D3D9Rtx(D3D9DeviceEx* d3d9Device)
    : m_rtStagingData(d3d9Device->GetDXVKDevice(), (VkMemoryPropertyFlagBits) (VK_MEMORY_PROPERTY_HOST_CACHED_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT))
    , m_parent(d3d9Device)
    , m_gpeWorkers(popcnt_uint8(D3D9Rtx::kAllThreads), "geometry-processing") { }

This will spawn up to 15 threads for geometry processing via worker threads. Due to the default template parameter for LowLatency in WorkerThreadPool being set to true, this causes the API to not use the more efficient m_condOnAdd.wait implementation, and opt to use a thread yield based on a work stealing principle. This is normal and understood for latency issues, however, I'm not sure the expected inefficiency is worth it to truly decrease latency, as the CPU is pinned on a order of 25% with 15 yielding threads, with no activity present on the main thread of the injected application. Unless you have applied affinity to those workers per core and have them somehow directly bound to the render engine's max bound for a frame-time, you are going to be dealing with operating system scheduling of the threads, and even worse, the work could be scheduled on an efficiency core, completely defeating the point of the lower frame-times Reflex provides.

With LowLatency set to false, the usage is negligible for these workers (less than 2% of budget).

The following screenshot is set to LowLatency = false (which uses m_condOnAdd.wait):

image

and now for LowLatency = true

image

Given I have a i9-13900KS, I would imagine this would be a much higher impact on lower SKUs with less threads per-core.

I won't be using the geo-processing interface in my work, but I wanted to bring this up nevertheless.

Thanks for your time (and for making this open-source โค๏ธ ๐Ÿ˜„)

System information

  • CPU: i9-13900KS
  • GPU: 2070 Super
  • Driver: 531.68
  • DXVK version: Custom (based on 0.1.1)

Log files

Compatibility with NRD 4.2.2

Hi there,

as of now, dxvk-remix is neither shipped nor compatible with the NRD 4.2.2 dll - probably due to several renames (on NRD's side) and so on. Will there be an update for compatibility with newer NRD versions?

Is DXVK-Remix subject to the NVIDIA RTX SDKs License?

Hey

DXVK-Remix is dual-licensed under the permissive MIT and zlib licenses, which generally allow for integration into GPL-like projects. However, it links to parts of the RTX SDK, which has a more restrictive license and specifically prohibits linking against GPL-like licenses.

I'm uncertain if utilizing RTXDI as a submodule would circumvent this restriction, to my understanding it's fine for DXVK-Remix to be licensed under MIT, but it cannot be linked to GPL codebases due to the RTXDI module being under the Nvidia RTX SDK License.

Models not rendering during Remix runtime

This happens because DXVK does not know how to interperate a specific format.
"warn: ConvertFormat: Unknown format encountered: D3D9Format::AL16
warn: ConvertFormat: Unknown format encountered: D3D9Format::R16"

According to this change in the main DXVK Build - doitsujin/dxvk@c13395d
[util] Enable strict float emulation for a bunch of games
doitsujin/dxvk#2107

Changing the d3d9.floatemulation to strict will cause the grass to render.

I was experiencing this issue in Arx Fatalis. Key objects where not being rendering during the the RTX Runtime.

Alpha blend smoke over alpha test has sorting issues - Call of Duty 2

When looking at alpha test billboards with particle smoke over the top of it you end up with an effect of the smoke shading the transparent part of the alpha test billboards. It happens even if you mark textures as legacy cut out and particle as seen in this video here: https://youtu.be/82S5hSnW6XU

I spoke to peter from Nvidia on discord and he asked me to make this bug. https://discord.com/channels/1028444667789967381/1028444668918235197/1119000631139651624

COD2_Issues.zip

to recreate this effect I've attached my "rtx.conf" file as well as my call of duty 2 profile config's and additional settings to trigger when in game. copy the folder called "main" into the root folder of "Call of Duty 2" folder. mines here "D:\SteamLibrary\steamapps\common\Call of Duty 2" same place the rtx config goes. when in game press F3 which will run some additional game commands and get you around the cheat protection. just lod distance stuff mostly but also fog and static mesh caching.

  1. after installing my configs open multiplayer
  2. open the cod2 console with "`" key and type "devmap mp_carentan" press enter
  3. press F3 to trigger my additional console commands or type in "/r_smc_enable 0", "/r_portalFineCull 0", "/r_fog 0", "/r_zfar 10000000" and zoom around the smoke from the building in front of you in spectate mode.
  4. "noclip" to fly around if you like
  5. line up the smoke with a billboard texture and observe

any map would work though, even single player. the video was recorded on the pointe du hoc assault.

  1. after installing my configs open single player
  2. open the cod2 console with "`" key and type "spdevmap duhoc_assult" press enter
    1. press F3 to trigger my additional console commands or type in "r_smc_enable 0", "r_portalFineCull 0", "r_fog 0", "r_zfar 10000000"
  3. climb the rope up the cliff and observe the buildings in billboard trees to the left and right

Software information

Call of duty 2, RTX remix

System information

  • GPU: 4070ti
  • Driver: 531:79
  • Wine version: Win 10
  • DXVK version: dxvk-remix-f716e16-120-release

Apitrace file(s)

  • Put a link here

Log files

Versions above 0.2.0 lack dawn of war (dx9b/c) support.

Remix version above 0.2.0 do not hook into the game for an odd reason which i have yet to narrow down. I was instructed to make a github issue regarding this. Here are the logs that i was able to gather which have some accounts of me using .4 .3 and .2 for troubleshooting.

Currently using that steam version of dawn of war soulstorm version 1.3.

I have an RTX 3080 on driver version 551.23|

Attempted using the LAA patch (Increase game memory capacity from 2 to 4gb) But no change.

The Graphics Config executable seems to display fine regardless of version. I will do more digging in regards to this.
I have learned from testing commits from the actions page that this issue arose between versions .2 and .3

The latest available commit, build 309 presents with this exact behavior

2-9-2024_12_59_12_ErrorLog.zip

Oblivion on lastest repros and new issues with

Oblivion works from portal to this version of remix, https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/4769670863 But further than that you get a warning about the dxvk d3d9 dll in trex folder not being supported in the log, i do not have this log anymore but it can be reproduced in the later versions. Oblivion, mouse input with the ui menu cant scroll down with the wheel at all since portal remix all the way to here dxvk-remix-ce7c338-release the other repros above do not work above either. If you use the other repros you get the photo's attached.
Mine below
image
Prestons below
rn_image_picker_lib_temp_d7c899e8-55c7-40bf-9672-a29faac5531f

Anti-Culling feature doesnt work in NFS Most Wanted

After activating Anti-Culling, objects off camera still disappear

Software information

Need For Speed Most Wanted (2005)
Setting used Anti-Culling

System information

  • GPU: rtx 3080ti
  • Driver: 537.13
  • Wine version: bridge-remix-b41ad87-29-release
  • DXVK version: dxvk-remix-03d2e19-243-release

Apitrace file(s)

ezgif-4-6490774b03

Log files

  • d3d9.log: d3d9.log
  • d3d11.log:
  • dxgi.log:

Shadows render incorrectly when perspective correction is enabled

Software information

System information

  • GPU: MSI 3080 10gb
  • Driver: 531.68
  • DXVK version: 7b3884a

Reproduction steps

  • Observe shadows without weapon equipped
    • Looks correct
  • Observe shadows with weapon equipped and perspective correction = on
    • Looks incorrect. The shadow angle changes and shadows can now move around based on camera movement.
  • Observe shadows with weapon equipped and perspective correction = off
    • Looks correct

Notes:

  • STALKER uses two variables for FOV, one is for the world FOV and one is for the viewmodel FOV.
  • World FOV can change when using magnified scopes to aim.
  • Viewmodel FOV can vary based on what item you have equipped.

Log files

xrEngine_d3d9.log

Video of bug

1080p version here

6y2p87.mp4

D3D10 and D3D11 support?

I am aware that this is most likely the intended behavior, given how many header files both of them require, whom are missing from this repository.

Despite that, it would be nice if support past dx9 was documented/mentioned anywhere, since I've attempted compiling this for dx11 with no success whatsoever.

Debug build usability issues

Issue

It'd be great if enableValidationLayers in dxvk_instance.cpp were toggleable in a .conf file. This single setting renders the debug build unusable in many instances, and severely inhibits debugging games. The effect it causes: games take 5+ minutes just to load, and aren't usable at all even after that. You cannot interact with the games. It'd be very helpful to be able to toggle this setting manually without recompiling Remix

When it is forcibly disabled it in a custom debug build, it fixes the issue entirely. This issue persisted across 7+ games in my testing, and is particularly bad with the latest debug builds

System information

  • GPU: 3070 ti
  • Driver: 531.29
  • DXVK version: 657a328

Link is off

Hello can u add new link please for : dxvk-remix-77900b5-94-release ? thanks

A list of errors given on lego lotr

  1. There's a load of DirectInput: unable to translate VSC: 203, 200, 205 and 208 errors in the d3d9 log.

2. In the <game name> d3d9 log there's these:
--> info:  [RTX-Compatibility-Info] Trying to raytrace but not detecting a valid camera.
--> warn:  D3D9Texture2D::QueryInterface: Unknown interface query
--> warn:  794950f2-adfc-458a-905e-10a10b0b503b
(here's the full log: 
[LEGOLOTR_d3d9.log](https://github.com/NVIDIAGameWorks/dxvk-remix/files/12725732/LEGOLOTR_d3d9.log)

  1. There's nothing in the bridge log that gives a warn.

Building error "target not found"

Error when trying to build: "ERROR: Can't invoke target ``: target not found"
Building via .sln works.

Software information

Windows 11
Visual Studio 2022
Windows SDK 10.0.22000.0
Meson 1.1.0
Vulkan SDK 1.3.246.0
Python 3.10

PS C:\Sources\dxvk-remix> .\build_dxvk_all_ninja.ps1
vswhere found at: C:\Program Files (x86)\Microsoft Visual Studio\Installer\vswhere.exe
Using Visual Studio installation at: C:\Program Files\Microsoft Visual Studio\2022\Community
Visual Studio Command Prompt variables already set.
The Meson build system
Version: 1.1.0
Source dir: C:\Sources\dxvk-remix
Build dir: C:\Sources\dxvk-remix\_Comp64Release
Build type: native build
Project name: dxvk
Project version: v1.9.3
C compiler for the host machine: cl (msvc 19.35.32217.1 "Microsoft (R) C/C++ Optimizing Compiler Version 19.35.32217.1 for x64")
C linker for the host machine: link link 14.35.32217.1
C++ compiler for the host machine: cl (msvc 19.35.32217.1 "Microsoft (R) C/C++ Optimizing Compiler Version 19.35.32217.1 for x64")
C++ linker for the host machine: link link 14.35.32217.1
Host machine cpu family: x86_64
Host machine cpu: x86_64
Message: Downloading dependencies...
WARNING: You should add the boolean check kwarg to the run_command call.
         It currently defaults to false,
         but it will default to true in future releases of meson.
         See also: https://github.com/mesonbuild/meson/issues/9300
Message: Setting user environment variable PM_PACKAGES_ROOT to C:\packman-repo

SUCCESS: Specified value was saved.
Program rc found: YES (C:\Program Files (x86)\Windows Kits\10\bin\10.0.22000.0\\x64\rc.EXE)
Compiler for C++ supports arguments -msse3: NO
Library vulkan-1 found: YES
Library d3d9 found: YES
Library d3d11 found: YES
Library dxgi found: YES
Library d3dcompiler_43 found: YES
Library d3dcompiler found: YES
Library shlwapi found: YES
Library rtxio found: YES
Program external/glslangvalidator/glslangValidator found: YES (C:\Sources\dxvk-remix\external/glslangvalidator/glslangValidator.exe)
Program external/slang/slangc found: YES (C:\Sources\dxvk-remix\external/slang/slangc.exe)
Program python found: YES (C:\Program Files\Python310\python.EXE)
Program external/nv_xxd/nv_xxd found: YES (C:\Sources\dxvk-remix\external/nv_xxd/nv_xxd.exe)
Library nvapi64 found: YES
Library usd_ms found: YES
Library tbb found: YES
Library NvLowLatencyVk found: YES
Library GFSDK_Aftermath_Lib.x64 found: YES
Run-time dependency threads found: YES
Dependency threads found: YES unknown (cached)
Dependency threads found: YES unknown (cached)
Dependency threads found: YES unknown (cached)
Library NRD found: YES
Library nvsdk_ngx_s found: YES
Build targets in project: 28

dxvk v1.9.3

  User defined options
    backend     : ninja
    buildtype   : release
    enable_tracy: false

Found ninja-1.11.1 at "C:\Program Files\Meson\ninja.EXE"
WARNING: msvc does not support C++11; attempting best effort; setting the standard to C++14
INFO: autodetecting backend as ninja

ERROR: Can't invoke target ``: target not found
Failed to run build step

dxvk native support?

Games like Portal use DXVK Native in their latest Linux versions. DXVK Native was fully upstreamed into main DXVK. Would it be possible to support native builds with dxvk-remix? I'm not sure if DXVK native support exists in your fork, so it may need to be rebased.

Elder Scrolls oblivion issue comparison (portals and with new)

ok having issues and here's the comparison of the shader explosion when i got away from portal remix and it needs fixed with the new versions.

Portal version
image1

New Version
image

the vertex shaders go towards light sources and meshes stretch out so far it can not be fixed by selecting it as a model something was changed and ive tried ever setting and it does not fix it. it happens also to every npc, creature not just the player. there's no way to fix this ive tried fixes and reverted back because they didn't work at all.

Build status badge link directs to 404

[![Build Status](https://github.com/NVIDIAGameWorks/dxvk-remix/actions/workflows/build.yml/badge.svg)](https://github.com/NVIDIAGameWorks/dxvk-remix/actions/workflows/build.yml)

This line is linking to a 404 (at least as a user outside of the org that doesn't have access to actions)

I think if it would link to https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/.github/workflows/build.yml instead, it would work for any users.

I would've opened a PR, but I'm not too knowledgeable about your build pipeline so I wanted to create an issue first.

Age of Mythology: Issues with Capturing Textures

I am currently experiencing an issue, when attempting to usd capture a scene in Age of Mythology, the textures come out looking "rainbow-like" and corrupted. not too sure why this is happening, I will link the screenshots of how the textures look.

Reports with no log files will be ignored.

Software information

Age of Mythology: Gold Edition (Base game and Titans expansion)
Remix 0.1.1 w/ dxvk-remix-a5c08b4-release
2560x1440 Fullscreen

System information

  • GPU: NVIDIA GeForce RTX 3080
  • Driver: NVIDIA Game Ready Graphics Driver 531.68
  • DXVK version: dxvk-remix-a5c08b4-release

Apitrace file(s)

  • Put a link here

Log files

aomx_d3d9.log
d3d9.log
Untitled
Screenshot 2023-04-29 133334

GitHub Actions - Choco Regression Breaking Artifact Builds

Related issue:

chocolatey/choco#3251

Chocolatey-GUI (choco) introduced a bug in 2.1.0 that breaks the Vulkan SDK setup by normalizing the package version and erasing the .0 at the end, breaking the link on the website and causing an error during Vulkan SDK setup. At some point in the last 24 hours this rolled out on GitHub, breaking all recent dxvk-remix Actions.

This appears to be fixable by forcing choco to ignore the optimization via a command.

See PR: #34

Bridge-Remix should be unaffected.

Add ability to reload rtx.conf

Sometimes it might be easier to tweak the config in an editor, or eventually people may make their own tools to work with captures or calculating texture hashes themselves. It would be nice if there were a button that could reload the rtx.conf to support these uses.

I have given an attempt at this here, it seems fairly simple but I am unsure how to integrate this baseGameModPath system into it.
BlueAmulet@72c624d
Build: https://github.com/BlueAmulet/dxvk-remix/actions/runs/5063069649

Vertex Capture regression identified: "Meshes Exploding" or garbled when viewed from certain angles.

Some meshes appear to "explode" when viewed at certain angles, and while which meshes do so differ from run to run as does the severity of the issue, but it always shows up eventually.

By investigating the issue, it appears that there is some form of race condition that results in Remix confusing the list of vertex positions from multiple different objects, and trying to reconstruct a mesh from that; presumably trying to construct a mesh with the same number of vertices as originally correct, but with positions varying between the correct ones and those of other meshes in the scene. (This is best demonstrated by a screenshot of a USD capture provided below, imported into Blender, where you can see some scene geometry is clearly accessing the vert information of the character's eye, with and without relative translation from the presumed center of the scene)

By sheer dumb luck, I remembered this issue not always existing and by testing I've been able to identify a specific older version of Remix DXVK which does not experience the same issue, which thankfully was easy to test against and mostly stable with the newest version of Bridge.

Remix Version information:

  • Remix 0.2.0
  • Bridge Version:
    • bridge-remix-b41ad87-29-debugoptimized (latest)
  • DXVK Versions:
    • dxvk-remix-f5a8d7f-235-debugoptimized (latest)
      vs
    • dxvk-remix-e010672-87-release (From 27/05/2023 AEST)

Please Note
I did some testing just before posting, dxvk-remix-e010672-87-release is the last version I have saved that does not have this issue. dxvk-remix-cb1d0a3-115-release (saved to my machine ~12th June) also displays the garbled meshes same as the newest builds.

Machine and game information:

GPU: 3070 Aorus Master, Nvidia Driver 537.13 Game Ready driver

Game & Build:
TES IV Oblivion: Retail box copy with Shivering Isles Expansion and the boxed set of "DLC" and patched to v1.2.0416 (Latest)
Oblivion has also been treated with the 4GB patch, but the issue was present before this.

Logs:

Zip contains log files generated while running the game with latest Bridge and each of the dxv remix builds as labled in the folder and listed above:
Log Files from old and new dxv-remix.zip

  • NvRemixBridge.log
  • D3D9.log
  • Oblivion_d3d9.log

Configuration Files:

Attached below as a .zip, as Github is a little fussy with INI and CONF file type attachments:
ConfigFiles.zip

  • Oblivion.ini
  • rtx.conf (Has a LOT of settings enabled and textures tagged, I've tried to outline the most important ones below but just in case I've included this here, also might include some odd changes like mesh hashing, I was experimenting with that and might not have cleaned it all up, but nothing I did there changed the result.)

If you need a copy of the action build files identified let me know, I'd attach them here but Github won't accept a ~30gb.zip

To Reproduce this issue

Follow the following steps on a fresh install of Oblivion, patched to latest, with Remix 0.2.0 installed, the latest bridge build installed and one of either of the identified dxvk-remix action builds installed in turn:

  1. Navigate to C:\Users\{USERNAME}\Documents\My Games\Oblivion\Oblivion.ini and edit the following lines for a minimal setup:
    If the .ini does not exist, launch and exit the game's launcher, which should create the .ini as required.
    Comments are provided for configuration options where I have been able to provide them

Perform a search for each key (eg "bFull Screen") and set that whole line to the line below, or replace your INI with the one provided and DO NOT launch the Oblivion Launcher (as it will replace the INI provided with default values for reasons I dont understand)

bFull Screen=0 ; For your convenience when reloading the application multiple times to avoid monitor resolution switching.
iSize W=1920
iSize H=1080
SIntroSequence= ; by setting this value to nothing, it skips all of the intro videos, very convenient for multiple restarts.
bDoImageSpaceEffects=0 ; Prevents an unrelated visual glitch regarding Remix struggling to handle fullscreen shader effects, which causes a while quad mesh to be drawn over the sky in a veryy distracting and inconsistant manner

The below edits are not nessesary, but can save you from needing to enter several console commands during testing:

bFullBrightLighting=1 ; Replaces the console command 'tlb` (Toggle Light Bright)
bDisplayLODLand=0
bLODUseCombinedLandNormalMaps=0 ; Prevents LOD Normals from being loaded
bForceHideLODLand=1 ; Replaces the console command 'tll` (Toggle Lod Land)

Full Bright Lighting is borderline essential for Remix without comprehensive mod replacements available, as it simplifies the scene sufficiently that Remix is able to produce a mostly-correct result, and on the plus side also significantly reduces the performance cost of the game.
I've never been able to get any point lights from Oblivion to capture regardless, so running with tlb has no cost aside from issues with the terrain LOD from the original game, which can be disabled with tll during runtime, or disabled in the INI,

  1. Install one of the two identified DXVK-Remix versions, I reccomend starting with the latest to see and understand the issue at hand, IDing the issue following the steps below, then copying the older version over the top in .trex and continuing from this reproduction step to see how the same scene responds without.

  2. Start the game by navigating to where it is installed and running Oblivion.exe directly. This skips the game launcher which prevents it from trying to modify the game's INI file, which it often tries to do.

  3. Select "New Game" from the main menu. After the loading screen you may skip the opening cutscene by pressing escape.
    If you are not using the rtx.conf provided below, you will need to flag some UI textures on the main menu before you continue.

  4. If you are not using the INI settings that enable lightbright mode by default, you will need to open the console here (with '~' key) and type in 'tlb' to toggle Light Bright mode, this will prevent Remix from getting confused by any of the game's shaders or normal maps. If you find yourself testing outside, tll can disable LOD land, and ts disables the sky dome.
    The issue is still visible without doing so however, but instead of meshes exploding, some meshes (most reliably the player body) will simply cease to render at all when mesh explosions would occur.

  5. Pan the view on the character creation screen by clicking and dragging left and right over the character visisble on the right side of the screen. At certain angles you should notice severe slowdowns and visual artefacting.
    If you cannot see anything (scene too dark), you can enable "Include Unordered Emissive" under the Pathtracer > Integrator portion of Remix's Developer menu, or enable fallback lighting. Some panning back and forth might still be required to get the scene lit correctly.
    The old version of DXVK respects the unordered emissive option in the menu and should load it correctly for you, but the newer versions of DXVK Remix never respect this rtx.conf setting and do not set it on load (or the denoiser setting for separating primary or indirect denoising, but I'll make a separate issue for these)

For the old version of Remix, nothing should happen, on the newest version the artefecting should be immediate, reliable and noticable on panning (or rarely: without panning at all).

Expected behavior

The older version of DXVK Remix shows the expected behavior, ie the lack of performance impacting, capture impacting and visually distracting "mesh explosions", as shown as present in the latest builds.

Screenshots

Provided is a screenshot from a USD Capture of the issue brought into Blender, with the matching texture assigned to illustrate the issue.
example of the mesh explosions captured in USD

Demonstration of the same scene, with the old version of dxvk which does not produce the issue on the left, and the latest build on the right. I had recordings of a more severe example but the visuals completely destroyed the bit rate making it unrecognisable, so I've gone with the simpler, milder occurance here:
demonstration of issue in game


Finally just a big, ol' thank you to everyone over at team green working on this amazing set of tools, you're all awesome! This project has been immensly fun to work on, and I'm happy to be able to contribute if only in the form of very intermittent bug reports.

Shadows move with Camera in GTA San Andreas

So, having a problem with camera at night specifically in gta san andreas wheres as shadows move with camera movement, if i change the fuse mode then shadows move with player movement...sometimes happens in day too as i keep changing settings

What I Understand - This game also uses emesives as remix try to not show lights while those are rasterized emmesive or coronas which remix cant read because its not a proper light... Hence having weird lighting issuse at night because as per the game lights gets enabled at night.

Provided a Video Link from Discord for better understanding whats the issue.
https://discord.com/channels/1028444667789967381/1028444668918235197/1152992716393820170

Software information

Game - GTA San Andreas ver1.0 USA,
In Game Setting - Frame Limiter On, Widescreen - On, Visual Quality - High, Mipmap - No, Anti Aliasing - No , Resolution - 1600x900

System information

  • GPU: RTX 2060 Super
  • Driver: 537.34
  • Bridge version: Build 29
  • DXVK version: Build 248

Log files

d3d9.log
gta-sa_d3d9.log
NvRemixBridge.log

Consistent crashing with Stalker Trilogy (OpenXray engine)

Software information

System information

  • GPU: MSI 3080 10gb
  • Driver: 531.68
  • DXVK version: 733ca18

Reproduction steps

  1. Use minimum settings
  2. Start a new game
  3. use console command rs_vis_distance 1.5 to set render distance to max
  4. Game should crash right away, or after moving the camera for a bit.

Log files

Notes

  • Sometimes, similar crashes will happen at minimum render distance, but setting render distance higher seems to ensure crash will happen at some point.
  • Crashes usually end with one of these errors:
    • err: DxvkSubmissionQueue: Failed to sync fence: VK_ERROR_DEVICE_LOST
    • err: DxvkSubmissionQueue: Command submission failed: VK_ERROR_DEVICE_LOST
    • err: DxvkDevice: waitForIdle: Operation failed
  • Tested using minimum texture settings

A few issues with Iron Storm

In Iron Storm(2005) I'm having 2 main issues. I'm unable to add lights to textures using remix. The textures flash green in game when I hover over them in the remix menu but does nothing when I select the texture. The second issue I think is a result of the first issue where depending on where I'm looking, a random light will appear behind me. I assume this is a back up light being added by remix due to remix not detecting any other lights. Using "In View Transform" seems to change that but also adds a really bad looking motion blur effect that I'm unsure is intended or not. Motion blur is turned off in game and in remix post processing.

In the discord I saw that someone else is having a similar issue with the lighting in Return to Castle Wolfenstein if that is easier to take a look at.

Apologize if any info is missing or if my issues aren't clear. Please let me know if I need to expand on anything

Software information

Iron Storm, settings in video are all on but still occurs when everything is low/off

System information

  • GPU:RTX 3080 FE
  • Driver:531.79
  • DXVK version: 538155a

Log files

d3d9.log
IronStorm_d3d9.log

Iron.Storm.mp4

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