![]() I don't know why (yet).īoth games work fine in Lutris, with system wine-staging 7.7 (and still using my new vkd3d-proton that I dropped in but I suspect the lutris provided v2.6 would be fine too). Something isn't right with those, with respect to Mesa 22.1.0 (at least for me, but I got a "me too" type reply in a lutris forum thread). It was the d3d compilers in the Lutris wine runners, and I tried all of them that were practical (new enough). maybe game clients that hook it and will fail without it or something). though I don't know any 32 bit DX12 games. The behaviour was identical, it wasn't that. ![]() So when I got home tonight I got set up with mingw and friends, and built vkd3d-proton git master and dropped it in. It was buggered after that, the shader pipeline was broken. I played for quite a bit, finished a DLC mission but then I looked up to find the best way out of there and it froze. However, I am not a patient man.Ĭontrol wasn't actually OK. I can also just wait, and play those DX12 GoG games in Steam as non-steam until Lutris updates their vkd3d-proton runtimes. If I did that I could build my own wine, dxvk, vkd3d and all. I don't want to, but I was going to look into that today because it would be good to be able to build those bits for myself instead of relying on binaries from others. So now I know what's wrong, and I could fix it if I were to set up a mingw environment to compile the dlls. Just to observe (I knew this wouldn't be right) I dropped in the one from the steam wine prefix and I got further, but it was just freezing and crashing before loading the game menus. I deleted the game's pipeline cache from appdata/local and the results were disastrous, the game won't recreate it and won't even load to menu anymore. It doesn't get a vkd3d-proton.cache as v2.5 implemented skipping that when a game uses its own. It works as a non-steam game, but won't run in Lutris with vkd3d-proton v2.6. However, no such luck with Cyberpunk 2077. and quit all the way out and back in a few times to test launch and all seems well. I played for about half an hour before I went to bed this morning, braaaping enemies, traversing and fast traveling etc. I made some progress with Control, by deleting the pipeline state cache (vkd3d-proton.cache) and then changing a graphics setting, launching the game, and changing it back again made it work correctly. I had tried dropping that in with the same result. I suspect Lutris is using the same binary unpacked from the git page, it looks suspiciously the same (though I did not compare checksums). The thing is, there hasn't been a release since March 4, but Proton and Proton-GE are using updated commits. Nothing I'm being bothered by, so not worth the disruption for me.įrom what I have gleaned from testing, observation and reading between the lines in vkd3d-proton readmes, the vanilla vkd3d-proton v2.6 is too old. ‘./src/amd/common/ac_surface.c:1575: void ac_copy_dcc_equation(const struct radeon_info *, ADDR2_COMPUTE_DCCINFO_OUTPUT *, struct gfx9_meta_equation *): assertion “dcc->_bits u.gfx9.bit)” failed’ RADV: Quake 2 RTX v1.6.0 Corrupted Graphics Occasional flicker corruption in Rage 2, e.g. R300/rv530: “Black rendering” of Baldur’s Gate Dark Alliance in Xbox emulator CXBX-R under wine with Gallium Nine and RADEON_DEBUG=use_tgsi Intel: integer_sub_sat produces stack corruption / OpISubBorrow compilation issue Huge amount of anon_inode:sync_file file descriptor createdĪnv regressions from commit 57445adc891 “anv: Re-enable CCS_E on TGL+”Īperture Desk Job rendering artifacts Intel TGL r600: Big performance regression on some games Grid Autosport via proton/vulkan: glitches on the grass on amdgpu, fine on amdgpu-pro Piglit ext_image_dma_buf_import.ext_image_dma_buf_import* regression R300: Anmesia the dark descent corruptionįreedreno: fragile location packing can break cull/clip distance ![]() Plasma/KDE settings menus disappear on daily build panfrost(RK3399/T860): Emulationstation: broken, black or missing menus with v22.0.0 Vulkan wsi leaks vk_sync object on every wsi_AcquireNextImageKHR call Rendering artifacts when playing Outer Wilds Intel Iris Xe Geometry Flickering/Assets Disappearing Radv: nir validation error with invalid array access Radeonsi .write.explicit_flush.* flake crashes ShaderStorageBlocksWriteAccess not set for spir-v shaders? Textures colors distortion in “Black Geyser: Couriers of Darkness” with radeonsi Intel: integer_mad_hi / integer_mad_sat / integer_mul_hi produce invalid results Broken rendering in Ryujinx on Tigerlake Gen9atom gpu hang on dEQP-VK.spirv_16.arithmetic_1īad memory managment on panfrost RK3399 - cannot alocate more ram - fury unleashed Intel (CHT) - Uplink text rendering bugged out in Mesa 22.0
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