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Dark Souls Remastered - Heavy Texture Flickering #405
Comments
Did you try with latest nvidia driver? |
@Yardanico Yes, tried with 396.24.02 - same issue. |
Please provide an apitrace as requested in the issue template. I didn't put that section there for fun but because I need it to do anything about it. |
Would be nice to also put instructions how to do it :) |
Here's the trace file (hope, I did it right) https://www.dropbox.com/s/7bhdhvvnp8nffxk/DarkSoulsRemastered.trace?dl=0 |
Thanks. I'm not seeing any texture flickering though, might be a driver-specific issue - can you take a screenshot of what it looks like for you? |
BTW, in d3d11.log |
The trace seems to work fine on radv and amdgpu-pro. I tested the trace and it seems to be an nvidia-only issue. Also it doesn't matter if it's the old or new shader compiler. It happens on both. |
Emulates D3D11 behaviour more closely on Nvidia hardware. Fixes an issue in Dark Souls Remastered caused by constant buffer access with an undefined index value (#405).
@progman-dt 621aed5 should fix this, feel free to re-open this issue if the problem persists. Basically the game is broken and tries to render something with an incorrect vertex buffer. The new commit doesn't change that, but it should behave the same as on Windows now. AMD seems to be doing this by default, which is why I wasn't able to reproduce the issue. |
@doitsujin Unfortunately, this didn't fix it for me, at least with 396.24.0 drivers. Should I try with 396.24.02 beta drivers? |
You should always be using the .02 update with DXVK since it contains a bunch of fixes. That said, other Nvidia users are unable to reproduce the bug with your trace file. If the above patch doesn't fix it for you, there's nothing I can do. Please double-check that you are actually using the updated build. |
Are you sure you compiled the latest version of master? Also haagch already provides the latest build here: https://haagch.frickel.club/files/dxvk/latest/ |
Well, I downloaded the latest build from here https://haagch.frickel.club/files/dxvk/ from the folder |
Can you replay your own trace and see if it's broken there as well? you can use |
@varris1 Just replayed the trace, and it's still broken, textures are flickering like crazy :( |
Have you removed cache - e.g rm -rf ~/.cache? Checked that dlls are indeed replaced - e.g ls -la and check file sizes with the ones in the Download folder? |
and p.s. I am loath to use the custom build linked in the comment above mine, as it warns that using it could get one's Steam account banned. |
MoltenVK doesn't support |
Oh okay, that makes sense. I didn't see a suitable fork after a quick search on Github but I am all ears if you have any idea where I should direct my comments. Just to make sure I understand (I also have Linux boxes) – is this issue in fact fixed on Linux in DXVK 1.0.3 and later? Thanks for the reply! |
Yes. I even played DS Remastered 2 months ago on Proton and it worked perfectly. |
I read some previous threads, folks were talking as its nvidia driver's issue. But its not. The flickering issue is still happening in Blightown area of the game, and my system is Macbook Air M1. So not a driver issue. @doitsujin |
The Nvidia driver can be configured to return 0 for uniform buffer accesses that go out of bounds. Back in the day, this was not possible, hence why it was kind of a driver issue. On AMD that's the default behavior anyway. What I wrote earlier still holds true:
So in this case it's a driver issue in either Metal or MoltenVK. |
Oh, thx for clarifying! |
I have the same problem on a MacBook Pro with an M1 chip, running with CrossOver, how can I fix it? |
You'd have to ask CodeWeavers. DXVK itself doesn't support macOS. |
https://www.reddit.com/r/macgaming/comments/qt4e1b/you_can_run_the_latest_dxvk_with_crossover_on_mac/ |
Yeah, @Gcenx's MoltenVK fork might be a better place to ask. If you're seeing problems with stock MoltenVK, I'd also suggest filing an issue there. |
@cdavis5e not really I’ve removed all MoltenVK-DXVK packages now only providing stock packages. I’m providing modified versions of DXVK that work with stock MoltenVK. |
macos_dxvk_patched.tar.xz no longer found? |
See the comment to Chip
|
I was able to solve the problem! |
https://mega.nz/file/EHhhWYYZ#cxOOM_bA9ILODaazs9swWjQRk0K6DVlUxiT9FCKjHd8 paste the files from the x64 folder into the system32 folder in the bottle |
@K0bin do you happen to have an updated version of this hack? |
No, DXVK works around it by using SSBOs which are tightly bound checked. Metal doesn't differenciate between buffer types and doesn't have bounds checking so this doesn't work there. |
It works, try it, I was able to fix this bug on my MacBook Pro M1 |
@Kayfatlcst What did you do to fix it in that build? |
|
But where does that "dxvk-dsr-0.96" build come from and what kinds of changes does it have over regular DXVK 0.96? |
This is a modification that I found specifically to solve this problem |
The most important thing is that after these steps everything works on M1 |
It's a build with 621aed5. That does indeed fix Dark Souls Remastered but it's not a correct fix and breaks other games. That's why the commit was reverted shortly after. |
That’s not really the point that K0bin was making, that note was lightly aimed towards anyone maintaining a macOS target fork to not revert this commit as it will break other games. |
In any case, I hope I helped someone, as a last resort, you can keep a backup with a different version of the files and change it when you play other games |
Some D3D11 games rely on out-of-bounds indirect UBO loads to return real values from underlying bound descriptor. This workaround would prevent us from lowering indirectly accessed UBOs to consts. Later DXVK would declare dynamically indexed uniforms with upper size bound, to make the accesses spec compliant. But for now we need our own workaround. Known affected games: - Dark Souls 3 - Sekiro: Shadows Die Twice - Final Fantasy Type-0 HD - Ultrakill - Dishonored 2 DXVK discussions: - doitsujin/dxvk#405 - doitsujin/dxvk#3861 Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27727>
Upon entering into the Blight town area of the game, textures start to flicker heavily all around the screen making the game unplayable.
Software information
Arch Linux, kernel 4.16.11
Dark Souls Remastered, Steam version.
System information
Apitrace file(s)
Log files
d3d11.log:
DarkSoulsRemastered_d3d11.log
dxgi.log:
DarkSoulsRemastered_dxgi.log
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