-
Notifications
You must be signed in to change notification settings - Fork 866
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Total War : Shogun 2 istability when using d3d9.dll and d3d11.dll from DXVK #2591
Comments
See #1318. All "modern" 32-bit games have this issue with DXVK, and this isn't really something we can fix without bascally writing a dedicated 32-bit version that is optimized solely for reducing address space usage. |
I'm not sure if this an address space issue. Other games that were affected with this got explicit allocation error in wine or dxvk log. Nothing was present here. |
I can try to test here later when i have time, think i have the game if i remember correctly. |
This would only have an effect for D3D9 though, D3D11 doesn't work that way. I just don't see what else this is supposed to be, two very different API implementations running into the same kind of random bugs only in one specific game seems about as likely as entering your Covid vaccine batch number into a lottery ticket and winning. Especially if just changing DXGI already improves things. |
There are other know instances of games that load both APIs at the start? I was thinking that maybe is that the issue, as by loading only one of the DXVK DLLs seems to works stable (at least in the tutorial) |
I tried playing a bit through proton in dx9 mode (the only one i can get working since i cant get past D3DX11 errors in dx11 mode) and i did notice it can crash when exiting a battle. When i looked at the vram usage and system memory usage i didn't notice anything worrying on that front. Not completely sure what crashes it yet or if it's dxvk. |
In proton in my log I get this after 10-20 minutes on Total War: Rome 2 which I believe uses the same game engine as Shogun 2. Is this the memory issue you're referring to? Been desperately trying to get Rome 2 to work well on linux. Interestingly I added the latest GE Proton GE release (which is using the latest git as of 6 days ago) on Attila and DXVK isn't crashing.. I used to have to run that game with wined3d. Played for 2+ hours last night without a single crash was very happy.
|
Testing it for shogun 2 now.
Gonna try with the unmap pr to see if it changes anything Edit: It didn't. According to the hud it doesnt use managed memory anyway Edit 2: I have this save game where i crash everytime i get out of a campaign battle i go in to. Here is logs with Edit: 3 Using |
Okay managed to get d11 working. Had to install Gonna test Rome 2 a bit |
I can run Rome 2 dx11 mode without messing with anything extra so thats nice. I am very suspect with how Rome 2 handles Vram while loading into a battle or the other way. Dunno if it shortly spikes or what since i can never actually obverse my whole system Vram reach it's limit. This might be half off topic, but maybe Shogun 2 behaves in a similar way. Haven't played much in dx11 mode yet. Gonna go back to testing Shogun 2 which is what the original issue is about. |
I haven't experienced a dx11 crash yet in shogun 2, but VRAM is generally a lot lower than in Rome 2 if that was the issue above. But need to play some more. For the dx9 crash would a apitrace in either WINED3D or windows be helpful along with the save game? |
Seeing Rome 2 is a 32-bit game, would having unlimited vram or overriding it in the preferences file have any impact? I have a 6900xt, game only shows 3gb. Is this forced by DXVK as stated in the other issue? #1318 ? When I'd run the game in older version of DXVK I wouldn't get the 'ACCESS VIOLATION' it would just crash with seemingly no error code in the proton log. This is the only game I have a windows install for at the moment. I tried adding the DLLs for the API trace to the game folder but when I override them with winecfg WINED3D fails to launch the game in Steam. Never had to do a trace before so perhaps it didn't work. When I tried running the API trace with DXVK the game would load, but when it went to load a campaign it would grind to a halt with less than 1FPS and I could never really get into the campaign (no issues with the main loading screen or settings) So whatever I can do to help identify the issue I'm game so I can delete windows once and for all. |
@patmann03 An explanation for Unlimited video memory in Rome 2 can be found here |
Ok thanks. This likely means it wouldn't have any positive impact on the
stability issues I have.
…On Mon, Apr 11, 2022, 11:00 AM Blisto91 ***@***.***> wrote:
@patmann03 <https://github.com/patmann03> An explanation for Unlimited
video memory in Rome 2 can be found here
<https://forums.totalwar.com/discussion/80298/explanation-of-low-quality-visuals-and-the-new-unlimited-video-memory-option>
Basically when it's off the game silently downgrades the graphical
settings when you go over budget, when it's on you allow it to use swap for
system memory or storage.
—
Reply to this email directly, view it on GitHub
<#2591 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AKG6U5TCNBMZPT6P2YPR4HDVEREBZANCNFSM5SXM5K5Q>
.
You are receiving this because you were mentioned.Message ID:
***@***.***>
|
@patmann03 I tried running going into the crashing battle in WINED3D with unlimited memory off and it crashed the same. I got into it when i set graphics to medium. So maybe that particular one isn't dxvk. You should probably make a separate issue for Rome 2 so we don't pollute this one too much hehe. Even tho the engines are similar it's not necessarily the same issues. :) Edit: I tried to compile a dxvk version where the 32bit memory limit was raised to around 4GB and now i don't seems to crash in this battle anymore even if i set my graphics to Ultra or Extreme before loading. |
Interesting, how can I do that? I can do additional testing tonight once I figure out out to build dxvk for myself and install in my pfx (heh). I'll also run a trace in windows and create a separate issue. Thank you for helping was hoping these issues were related to the game engine. |
@patmann03 I have made a separate issue. Tho i am a bit confused what is going on with it. |
@llde could i get you to retest this issue with latest master when you have time? 🙂 |
@llde Friendly ping 🙂 |
I'll assume this was fixed by the state block memory change. Feel free to reopen if the issue persists. |
Total War : Shogun 2 load both d3d9.dll and d3d11.dll on start before the DX selector (skipped usin g DXVK DXGI)
This seems to cause some instability during gameplay, in battles and when transitioning between battles
The presence of DXVK DXGI seems to affect instability (seems more unstable with DXVK DXGI then without)
If I put on builtin one of d3d9.dll or d3d11.dll wasn't able to experience crash (excpet a couple of unrelated and reproducible crashes)
EDIT: I'm failing to crash again with Wine DXGI and both other DXVK dll under DX11 renderer at least. Need to do more test with and without DXVK DXGI and the 2 other DLLs (can't test wine d3d dlls and dxvk dxgi however, at least for d3d11). I can replicate the crash using dxvk dxgi
Software information
Total War : Shogun 2, High settings
System information
-GPU: RX580 8G
-Driver: RADV 22.0.1
-Wine version: 7.5
-DXVK version: 42c66c4
Apitrace file(s)
Log files
Shogun2_dxgi.log
Shogun2_d3d9.log
Shogun2_d3d11.log
The text was updated successfully, but these errors were encountered: