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various games - artifacts with forced AF #1666
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tbh I don't think this is worth spending time on since you're using a non-default configuration on a game that may rely on exact behaviour. The fact that it works on native D3D9 doesn't really matter; native drivers may have better (and, of course, completely undocumented) heuristics on when to apply the override that we don't, but in the end, changing the configuration isn't expected to work in all cases. |
Can totally understand this. Though, If I'm not utterly mistaken, I think it was possible to force AF via RADV without those artifacts. |
I've installed Linux and either RADV handles it better or my memory betrayed me: There are also these artifacts when forcing AF via libstrangle on Nvidia. Thus closing. :) |
There was this PR by @CME42 , which in its updated form seems to fix the issue for D3D9 without side effects: Though D3D11 seems to show the same issue in The Forest (Unity Engine): Perhaps it can be fixed in the same way like for D3D9? Apitrace: |
D3D11 samplers are't tied to textures like in D3D9, so no, the fix isn't portable and I don't intend to work around bugs caused by what is literally a hack. If it's broken, don't use it. |
Sure, no biggie. |
Funny, my memory didn't trick me: The issue in The Forest (Unity Engine) indeed doesn't occur when using an AMD GPU (both radv & amdvlk). |
There are colored border artifacts when forcing AF via DXVK config:
Forcing AF works without artifacts with Nvidia driver and native D3D9.
Software information
Latest game version via Steam, maxed out details (issue doesn't show up with lowest details setting)
System information
I think I already had this issue with radv on Linux some months ago.
Apitrace file(s)
https://drive.google.com/file/d/1ecpHmCtTnqjKRiV4MoHLya9Twm9GFh6W/view?usp=sharing
Log files
MazeGame-Win32-Shipping_d3d9.log
Edit: Reopening with more appropriate title, as also other games and D3D11 seem affected as well.
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