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ME3Tweaks Mod Manager doesn't render UI correctly #2732

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SuperSamus opened this issue Jul 18, 2022 · 4 comments · Fixed by #3392
Closed

ME3Tweaks Mod Manager doesn't render UI correctly #2732

SuperSamus opened this issue Jul 18, 2022 · 4 comments · Fixed by #3392

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@SuperSamus
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ME3Tweaks Mod Manager, the mod manager for the Mass Effect saga, has problems rendering the UI with DXVK: it's completely black, but when moving the mouse in certain parts, sometimes the part of the UI the mouse is pointing at will briefly flash.

Software information

The program can be downloaded here: https://github.com/ME3Tweaks/ME3TweaksModManager/releases/download/7.0.6.124/ME3TweaksModManagerExtractor_7.0.6.124.exe.
It needs to be executed to install it, then you can just launch the extracted file to reproduce the issue.
(The latest version of the program doesn't work on Wine yet: here, and here).

System information

  • GPU: AMD Vega 6 (Ryzen 4500U)
  • Driver: Mesa 22.1.1 (RADV)
  • Wine version: 7.13
  • DXVK version: 1.10.2

Apitrace file(s)

The program just has to be opened to reproduce the issue, so the trace is small.
ME3TweaksModManager.trace.zip (Taken with WineD3D)

Log files

ME3TweaksModManager_d3d9.log

@doitsujin
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We're aware that regular GUI applications that throw D3D9 at stuff for no real reason don't work properly, and it's hard to really fix since we'd have to implement a completely different presentation path for those apps. There are currently no plans to address this, and you'll probably want to force wined3d for such applications.

@mirh
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mirh commented Jul 18, 2022

I don't think a .NET 5 application would rely on d3d9.
If any, it's more likely that the problem may be with .NET 5 itself or WPF imo.

@Blisto91
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Blisto91 commented Jul 18, 2022

No it's because dxvk doesn't implement partial presentation and is a somewhat common problem with some game launchers as an example. Tho a few games might also use it.
It can usually be worked around by setting d3d9.shaderModel = 1 for the launcher which have been done in the past. That also works here.
But there are some cases where it isn't a desired workaround since they might fall back on software rendering and become sluggish or maybe they launch from a temporary folder with a generic name where a config option wont catch them.

@jarrard
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jarrard commented Aug 2, 2022

It can usually be worked around by setting d3d9.shaderModel = 1 for the launcher which have been done in the past. That also works here.

This seems to work. Nice little solution for these mod managers and launchers.

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5 participants