Comments (6)
The game sort of runs on RADV with lowest settings (although with graphical corruption due to missing API/Shader features), so I assume the crashes are a driver bug or a bug in my shader compiler. Can't really do anything about that since I cannot debug closed-source Windows drivers.
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will try on RADV VEGA soon just to confirm..
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using up to 26ef59d and disabling tesselation even at high settings benchmark starts and runs for a few seconds then seems triggers a TDR driver recovery on Windows..
updated logs:
seems crash could be due to:
err: DxvkGraphicsPipeline: Input layout mismatches vertex shader input
just before:
warn: D3D11Device::GetDeviceRemovedReason: Stub
ROTTR_d3d11.log
ROTTR_dxgi.log
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seems crash could be due to:
It's not because DXVK just doesn't draw anything when that happens. There are a few DXBC instructions missing though, and I'm currently working on fixing an issue with read-ony depth buffers that affects ROTTR.
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The latest commits should have fixed both the crashes and a bunch of visual issues. It still doesn't render correctly in all situations but those issues are not game specific, so I'm going to close this.
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thanks..
yes it works now on RADV at least..
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