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Missing textures in Rayman 3 #81
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P.S.: Gave it a go on Nvidia, and can confirm it's not an ANV problem. Same missing textures/see-through surfaces show up here as well, including with WineD3D. |
Apparently the missing textures are a known problem with the game and there is an unofficial mod that fixes it: https://raymanpc.com/forum/viewtopic.php?f=13&t=12854 The mod ships its own d3d8.dll - not sure what that does, but it does look like it brings back some of the textures (some character textures still look wrong with d8vk though). I'll attempt to grab a trace with the mod applied, perhaps that will shed some light into what's going on. |
I've looked into this a bit more closely, and it seems like Rayman 3 with Better Rayman works well with d8vk already. I don't think we should spend more time backporting whatever Better Rayman is doing, since the original version of the game most likely relied on some driver hacks to render properly. WineD3D also needs Better Rayman to render correctly, and according to some posts I've read so do some native drivers. |
No sadly in my case with intel graphics still have troubles Sadly dont leave make a trace, crash loading main menu |
It works on Intel as well, I have checked, but you need both d3d8.dlls. To be more exact:
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Here is my d3d8.ini config file. I have not changed anything in the game folder outside of installing the game (GOG version) and then the Better Rayman 3 mod. If you are using the same with latest d8vk (from main branch) there's no reason for it not to work outside of it being misconfigured:
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In my case appear same, however for now with d3d8to9 work |
I've had the chance to run the game on Windows XP and a GeForce 4, and indeed, on age-accurate hardware and drivers, it renders the textures just fine, without the need of unofficial patches. It would be nice if we could figure out why that is happening and have a workaround for it (even if it relies on some sort of incorrect behavior that was in drivers at the time). I'll reopen the issue and potentially look into it at some point. |
I test again maybe when appear dxvk 2.4, maybe d8vk stay merged for release |
Seems like Better Rayman is either using d3d8to9 or dxwrapper to apply this fix: https://github.com/crosire/d3d8to9/blob/2b25f270c4119437e80e52f41d0dc30236c62865/source/d3d8to9_vertex_buffer.cpp#L88 If I replicate this behavior, it does indeed seem to fix the issue, so I am guessing this is also inline with what native was doing, at least in the Windows XP era, because the game doesn't run into this issue on an age-accurate system. |
For a BetterRayman3, it is probably better to use files from ray3fix https://gamebanana.com/mods/492495 |
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Hm, then i have no idea how this started working... i played with older drivers/dxvks releases a bit selected this... and somehow it started working even on more recent, weird seems consistenlty working now... played with DGVoodoo2, d3d8to9, ENB d3d8 wrapper, even:GoG;s d3d8 wrappers, etc... ENB and GoG d3d8 wrappers have similar bug like this DXVK d3d8 (unlike d3d8to9)... in relation to second thread and TnL=1 option in ubi.ini. |
That option has been removed some time ago, just like Blisto mentioned. I've fixed the problem with: doitsujin#4143 , which won't penalize applications that don't depend on this d3d8 buffer discard quirk. And we haven't seen anything besides Rayman 3 abusing this behavior so far.
I have fixed the base game without any mods or patches. Should you use Better Rayman, it will apply this fix for you anyway. |
For which base version? 1.0, 1.0.2, GoGs, retail 20th year anniversary version... i heard that there are many versions differences :D |
Whatever GOG has. But I think it would fix original retail copies also.
Disabling direct buffer mapping actually helps a lot in this regard (part of my PR). The game still drops to half the framerate at times, but a lot less frequently. It's the best I could do for people who may not be aware Better Rayman exists.
No, that won't happen with dxvk's new vsync frame limiter. You can see in the logs that it's properly preventing the game from overshooting the refresh rate. |
Some objects are untextured or textured incorrectly. It doesn't appear to be caused by CopyRects missing transfers from DEFAULT to MANAGED in this case.
WineD3D also doesn't render things correctly, but it does appear to get some textures right. I'll have to try it on Nvidia to see if ANV isn't at fault here.
I've tried to capture a trace but it crashed before reaching the main menu. Doesn't appear to be entirely empty however, so hopefully it does contain something relevant.
Software information
Rayman 3 (GOG)
System information
Apitrace file(s)
Rayman3.trace.tar.xz
Log files
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