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Assassin's Creed Valhalla crashes / has rendering issues #409
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Not really sure what kind of problem you're having with that, works perfectly fine here. Anyway, got the game now, unfortunately running it on vkd3d causes GPU hangs which limits the amount of debugging I can do. There's some silly stuff that's easy to fix though. |
Nice, I've checked again with 6886bb7 and loading screen now works correctly! The game still semi–reliably crashes after loading finishes though. Benchmark behaves in a similar manner, you have a few seconds of running during loading and a crash shortly afterwards. However, when I enabled |
Well, now that I actually got the game to work in Wine, I tried again with 8cbecfb and I haven't seen any obvious graphical issues during about half an hour of playtime. There is some stuttering while exploring, but perhaps this is expected and normal. So I'm just going to consider whatever I encountered before to be either fixed by your latest changes or just specific to my ancient Maxwell hardware when combined with usual Windows weirdness. Thank you! |
@Saancreed great to see that it works for you. How do you make the game run on wine? |
I believe using current Also apparently fsync makes frametimes very erratic, consider using just esync instead. |
So, I am successfully running the game with wine-tkg, fsync disabled, protonified. Looks great, no visible issues. Performance is a bit odd though. The frame rate does this smooth-stutter-smooth-stutter thing. It's an Nvidia RTX 2070 super with 455 drivers. Before I report an issue, can someone please tell me what logs or traces or whatever else I can provide. Also not sure if a vkd3d issue or wine or Nvidia driver. The stutter reminded me a lot of all those Origin games on Steam that were also doing stop/go until one removed disk write permissions. |
I would try with the latest beta Vulkan driver first. |
Maybe check However, if you have Windows on the same machine, you could use vkd3d there (with DXVK) and compare results to Wine to check if it's a Wine issue or not. We probably won't be able to exclude Nvidia here though; Philip mentioned that Valhalla most likely doesn't currently run on AMD at all:
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@Saancreed Wondering if this should not then be an open issue then. |
The game stutters heavily on Windows (native D3D12) on my machine, probably not our issue and even if it is, there's probably very little we can do about it. |
@doitsujin The stutters I am getting on wine seem to specifically happen along with this error:
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Yes, known issue, there is no way to implement that in Vulkan right now. Disable VKD3D logging if that's the reason for your stutter, but there's other issues at play here. |
@doitsujin Thanks for the input. That seems to have done the trick. Will also try with WINEDEBUG disabled. At Ultra settgings 2560x1440 seems to be running quite well now. |
Excuse me but how did you disabled VKD3D logging? |
VKD3D_DEBUG=none %command%, but proton should do that by default in 5.13 iirc. |
He's probably also running a stock wine-tkg like myself. EDIT: I also have WINEDEBUG=-all |
Thank you. I thought there's a config file as DXVK's :) |
Reopening, found my first graphical issue, black zones like this. This particular spot is Dunwic, East Anglia. Rotating the camera slightly causes them to flicker (on some angles, it renders correctly, on others it does not). I can reliably reproduce the issue in this spot across multiple runs. The only thing in vkd3d logs with default loglevel (besides the usual GTX 1660 Ti Mobile, driver version 455.46.01, Since then, I've had the game |
@Saancreed Also seeing this in some places. Also some apparent z-buffering issues with water appearing over ice at some camera angles, and then disappearing when you rotate. As for your crash. Seems to sometimes crash here when in photo mode and then tabbing out. |
Sounds like Z-fighting, not sure if this really is something we can fix? IIRC Odyssey has the same problem on (some) Nvidia drivers with DXVK. As for the crashes, can you please post a log from when this happens? |
Sure, I'll post one when it crashes again. Is default loglevel fine for that purpose or should I enable That said, it might as well be a game bug or Wine issue. Valhalla is… not a perfect piece of software in its current state. |
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Yeah, This time I used c8f5385 from yesterday's |
Hi! VKD3D built on top of 9cd082 commit. Even without logs, I have several stutters with my RTX 2060. Is playable on Medium with around 50, 60fps most of the time. I've tried with Proton from gloriousEggroll 5.21 and also TKG 5.22, both work the same way. I have the sapi.dll installed manually but I don't know if this makes any difference. Will try removing it and try again later. |
Hmm, regarding the flickering textures. I have changed my mind - it does not look like z-buffering issues. It always seems to happen near water. Some rock textures will flicker black. |
Hi guys,
should we open a separate issue or is it already incorporated into this issue? Thanks.. |
No, please don't. This is a known issue and happens because RADV does not support some features required by this game. They are already aware of that as well and working on it, so please just be patient. Could try AMDVLK, but on my system that just produces a GPU hang. |
Tried several times today with several different Proton and vkd3d-proton releases (including GE 5.21 and TKG 5.22, as reported in a few messages above). I get always an unhandled exception thrown on the AC splash screen (the one with a stylised A). Dump changes according to the Proton release:
vkd3d-proton has been built from the master branch cloned on 30th Nov. Does anyone have any clue on what I can additionally check or maintain? Distro is Debian bullseye/testing
**** EDIT (4th Dec):
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Never mind. I made it run and successfully performed the in-game benchmark. Here below my additional setup:
here the result: https://i.postimg.cc/rFGDSCCB/Screenshot-2020-12-07-23-33-33.png The benchmark seems to hold, however:
Anything you would like me to check? Cheers, |
Doitsujin, Thanks, |
I found a spot that consistently crashes with current Apitrace from W10 / native D3D12: https://drive.google.com/file/d/1ceuLalBBdUXrimbCrVCI6rs-7CeTP0YE/view Logs from Wine with The crash happens exactly as Havi is about to hit the wooden barricade with his sword. Unfortunately I was unable to replay the trace with vkd3d. I also have shader dump and Fossilize database but afaik I shouldn't share them here. The stack trace indicates that the error happens in Nvidia's library: Backtrace here
UPDATE: The above crash was determined to be Nvidia driver bug, reported and fixed in Vulkan driver version 455.46.04:
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Any news on this ? Is there an issue in the mesa tracker to see the state of RADV about this game ? I cannot find it if it exists |
I tried to test the game with an AMD Radeon RX 6900XT GPU. System configuration has been the following:
Outcome has been that the game loads and shows the game engine loading screen (the one with Eivor waiting in the fog), and then:
I share the vkd3d trace at this link: https://1drv.ms/u/s!As0ObJeacH4wgbU1a6e9PunMYo4nzw?e=hN48Ix Anything else which might be useful? |
Yes, reporting the issue on Mesa's bug tracker. I'm sure Bas and Samuel are already aware of this, but this way at least we'll be able to track progress towards fixing it. |
Game starts and loads now. It's playable with expected FPS but it's all slow motion (even the menu) and black grid patterns appear on some grass textures. One thing that keeps puzzling me is where to put d3d12.dll (x64 and x32) because:
Logically I'd put vkd3d-proton-2.2/x64 into lutris/runtime/dxvk/[runtime-name]/x32 because it's linked to syswow64 |
That's unrelated to VKD3D-Proton.
System32 is where the actual system DLLs are, so on a 64 bit system those are 64 bit dlls. SysWoW64 (SystemWindows[32]OnWindows64) is used for 32 bit compatibility on 64 bit systems. It's very counter intuitive but that's how it works. |
Can you try with: Some of the performance-killing vkd3d log spam has been fixed in recent commits, but don't think it's in a release yet. |
Added to little or no avail.
Still I can play AC Odyssey on the same system without the tweaks almost natively. It seems it's DX12 which yet is not 100% supported in Mesa. Almost all objects in ACV render surrounded by black shadows (like comics), alpha textures with black grid and in case of fire/smoke/water the framerate drops to half. |
Hello hoomans Distro: Gentoo So for me the game crashes after Seer's speech and when the camera enters in a hole with light. I can't do a benchmark same issue game crashes, blink the distro > log me out Unfortunately i don't know for the fps since DX12 is incompatible with DXVK and Mango, i replace all videos before splash screen with .old because better win seconds. But yeah after i read what you said above i have to be patient and wait for a possible new version for vkd3d. For log i have the same result "305 vkd3d blah blah" |
hello |
@nenoro hey do you mind sharing the dlls because i am actually running it on windows 10 and i dont know how to do these steps , i am not really familiar with this stuff or link me a tutorial or some kind explanation of the steps |
hi me again So after i recompile mesa but with the 21.0 instead of 21.1, game runs and doesn't crash after Seer's speech. winecfg > windows 10 / add vkd3d-proton or classic vkd3d dll to the game folder and here you go. Mesa 21.1 isn't working for games who use directx 12 i have noticed that when i launched cyberpunk. also i have removed amdvlk maybe i should recompile it but i'm not sure. Edit 1: unlike C2K77, in valhalla i got lot of stutters low to ultra settings.. esync or fsync both have difficulty to make it stable Edit 4: i use Proton GE 6.4, i have set this command:
the result is no more stutters eivor runs. However i'll give more feedbacks after sleep. Edit 5: game runs but crashes and the other issue is black line mixed with the environment Edit 6: Games run well, i turned off nvapi and sapi, only issue is this black texture i don't know how to fix that issue, i use Proton-GE 6.5 even previous runs when i use the commandline in edit 4. |
can you share the dlls ? i really cant do these edits or compilations |
@nenoro mangohud does work well with dx12 in Wine games. I use Lutris for WoW adn it is set in the options for the system (need to select the Vulkan HUD option). Bit trickier in Steam but works there too if you follow this thread: flightlessmango/MangoHud#369 |
Not via wine or proton used as wine |
@nenoro Not sure what you're talking about, literally my third comment here has a screenshot of Valhalla running on Wine with MangoHud enabled. And unless you're using Steam Linux Runtime / Soldier or MangoHud is installed outside your Anyway, there is a pending Mesa MR that could possibly fix some black stuff on RADV: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10036 You can try building Mesa with these patches applied to see if they improve the situation. |
Actually i have managed to make it work, the script to install mangohud works only for ubuntu, arch, fedora, solus not for gentoo when you read the code.
Is this for mesa 21.0 or 21.1-9999 ? Because according to my previous tests valhalla, cyberpunk crashed with 21-9999 (who is 21.1) the black texture is like a line with square when you see the snow or black texture to cover a big part
i'll do it i just need to remember how with gentoo which won't be difficult to find the article on gentoo.
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Actually, this looks awfully similar to #611 (which apparently is not exclusive to AMD), so maybe it's a |
This MR fixes the issue indeed (at least for me). |
i'll play it until mesa i read in the changelog they fixed it. Right now i'm maybe blind to copy the exact patch to apply it during compilation. So i have tried the fix with mesa-9999 it didn't fix the problem.... |
Mesa 21.1.0 is out and afaict it includes the fix for black squares in ACV. So, considering that original issues have been fixed and the game should now run correctly both on NV and RADV, I'll go ahead and close this. @nenoro If Mesa 21.1.0 doesn't solve it for you, I guess you'll have to make and upload an apitrace to let us debug it further. |
I still have this issue with latest mesa git of today and latest vkd3d is from 20April22 on my Navi10 with kernel 5.17.4. |
@SicLuceatLux can you try with Mesa 22.0 instead, looks like this might be a recent regression in Mesa that caused this issue to come back. |
Running ACV on Windows 10 with
vkd3d-proton
(commit d0328e8) allows one to enter main menu as normal, but loading into the game proper doesn't work as expected.The "loading screen", which normally has the main character centered on–screen in the Animus void and allows exploring this endless empty plane, with vkd3d instead shows only a corner fragment of what is visible with native D3D12, stretched over entire application window. Rotating the camera is still possible, but Eivor is nowhere to be found (so some viewport/camera mismatch?)
After loading finishes, the game either crashes within a few seconds without ever showing anything but solid black screen, or renders some broken mess like this. I actually couldn't get as far as this on my most recent build, this screenshot was captured with an older one.
Here is an apitrace recorded on native D3D12 using Joshie's Alpha 1 releaseHere is a log file created withVKD3D_DEBUG=trace
Some fun facts:
Mingw builds indeed fail to create files, both shader dumps (game uses exclusively DXBC) and logs. I wonder if this also applies to pipeline library caches and whether it works correctly in Wine or fails there too.
Setting
VKD3D_SHADER_DEBUG=trace
causes the game to crash within few seconds of launching it.ACV currently doesn't work in Wine at all (or so it seems, even with Speech API hack it still dies because of a stack overflow).
This testing was done on my ancient craptop, (un)fortunately I don't have Windows on my current machine.
Windows 10 Version 2004 (OS Build 19041.572)
Intel Core i7-4860 HQ
Nvidia GTX 980M, driver version 457.17
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