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Resident Evil 2 remake is too dark with DXVK 1.0 #956

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SergeyLatyshev opened this Issue Mar 9, 2019 · 16 comments

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SergeyLatyshev commented Mar 9, 2019

RESIDENT EVIL 2 / BIOHAZARD RE:2 (883710) worked fine with DXVK 0.96 but with DXVK 1.0 the image is very, very dark in-game. It reverts back to normal if I downgrade DXVK.
883710_20190301203003_1

Software information

RESIDENT EVIL 2 / BIOHAZARD RE:2
https://store.steampowered.com/app/883710/

System information

  • GPU: Nvidia GTX 1060 6GB
  • Driver: 415.27
  • Wine version: Proton 3.16-8 beta
  • DXVK version: 1.0

Log files

steam-883710.zip

@doitsujin

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doitsujin commented Mar 9, 2019

Still works fine on my RX 480. Please bisect the issue if you think this is a DXVK regression.

Please keep in mind that there is a game bug causing the image to be too dark on some systems when running above 60 FPS.

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SergeyLatyshev commented Mar 9, 2019

I don't have 60 FPS. What is "bisect the issue"?

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doitsujin commented Mar 9, 2019

https://git-scm.com/docs/git-bisect

In any case, I cannot reproduce the problem.

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SergeyLatyshev commented Mar 9, 2019

So, what should I do with 'git bisect'?

@Laaas

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Laaas commented Mar 9, 2019

You need to bisect it and test different versions of DXVK.

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SergeyLatyshev commented Mar 9, 2019

So, I have to compile them? I tried to compile DXVK once and failed. Are there compiled builds between 0.96 and 1.0 available? I would test them.

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Riesi commented Mar 9, 2019

Are you using the dxvk version that is shipped with proton or have you tried dxvk by placing it next to the game? Just to eliminate proton in this equation.

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SergeyLatyshev commented Mar 9, 2019

Both. It started glitching when I tried DXVK 1.0 almost two weeks ago. I had Proton 3.16-6 or 3.16-7 back then. I've been using 0.96 since that. But now Proton got updated, got DXVK 1.0, and that happened again. If I replace Proton's DXVK with v0.96, the game works fine.

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doitsujin commented Mar 9, 2019

You could try setting d3d11.relaxedBarriers = False in the config file.

Although that doesn't really explain why it works fine with 1.0 for most people.

@Tk-Glitch

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Tk-Glitch commented Mar 9, 2019

I have bisected the issue and found 915091b to be the breaking point. Reverting it fixes the issue on both RE2 and DMC5.

@doitsujin doitsujin added nvidia and removed can't reproduce labels Mar 9, 2019

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doitsujin commented Mar 9, 2019

Should be fixed as of 0326258.

I don't know why using shift instructions (even arithmetic shifts, which should be equal to signed division) breaks on Nvidia, but it does, and this commit works around the issue. Thanks to @Tk-Glitch for testing.

@doitsujin doitsujin closed this Mar 9, 2019

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mindinsomnia commented Mar 10, 2019

I can confirm I have the same issue as reported on a NVIDIA GTX 980 with latest Proton.

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doitsujin commented Mar 10, 2019

Yes, everyone on Nvidia has this issue, just read the comment above for a fix.

@jeffbolznv

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jeffbolznv commented Mar 13, 2019

I've identified the compiler bug, and it is already fixed in the most recent Vulkan developer driver at https://developer.nvidia.com/vulkan-driver. It should be fixed in our next mainline driver release as well.

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Lastique commented Mar 16, 2019

arithmetic shifts, which should be equal to signed division

Arithmetic shift of negatives is not equal to division. Division rounds to zero, shift rounds to negative infinity.

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doitsujin commented Mar 16, 2019

The numbers in question are guaranteed to be a multiple of 4 (and technically also guaranteed to be non-negative).

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