Skip to content
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

[d3d9] Second Sight → missing HUD, subtitles, transition effect during cutscenes... #2056

Closed
NerosTie opened this issue May 10, 2021 · 8 comments · Fixed by #2088
Closed

Comments

@NerosTie
Copy link

There are many issues with DXVK and Second Sight.

First, the HUD and the subtitles are missing:

WINED3D:
Screenshot_20210510_200000

DXVK:
Screenshot_20210510_195457

Before the main menu, there is a screen with the title of the game, it's missing with DXVK:

WINED3D:
Screenshot_20210510_201933

DXVK:
Screenshot_20210510_215638

During the cutscene of the first level, there are a transition effect which is missing with DXVK. Also notice that the 2 videos begin at the same time, so the black screen with the word "ISOLEMENT" is missing with DXVK.

WINED3D:
https://streamable.com/lsq57d

DXVK:
https://streamable.com/xaoip4

System information

  • GPU: AMD RX 580
  • Driver: Mesa 21.1.0
  • Wine version: proton-experimental (2021/05/07)
  • DXVK version: 1.8.1 (also tested with the last dev build, same results)

Apitrace file(s)

I can't get one... I've tried everything but the wrapper does nothing or it's ignored. I even tried with a GOG version found somewhere but with the same result... If someone knows how to get one, please upload it, it would be a great help!

Log files

steam-11550_dxvk.log
steam-11550_wined3d.log

@misyltoad
Copy link
Collaborator

I cannot do anything without an apitrace I am afraid.

@NerosTie
Copy link
Author

I tried for 2+ hours to have an apitrace but with no success, I really don't know what's the issue with this game or where I do something wrong :/

@DadSchoorse
Copy link
Contributor

I can't get one... I've tried everything but the wrapper does nothing or it's ignored. I even tried with a GOG version found somewhere but with the same result... If someone knows how to get one, please upload it, it would be a great help!

Just an uneducated guess, maybe the game load d3d9.dll from the windows directory directly.

You can check that by looking at the log if you put the wrapper next to the .exe, if this is still the only place that d3d9.dll shows up then it doesn't load the wrapper.

19933.741:010c:0110:trace:loaddll:build_module Loaded L"C:\\windows\\system32\\d3d9.dll" at 62440000: native

If that's the case try putting the apitrace wrapper in windows/syswow64 in the prefix and and use APITRACE_FORCE_MODULE_PATH to point towards the directory you moved the original dll to.

@NerosTie
Copy link
Author

No luck, or I'm not doing it right.

@Oschowa
Copy link
Contributor

Oschowa commented Jun 6, 2021

I recorded an apitrace (using wined3d) that shows the problem:
https://drive.google.com/file/d/1Q0qLpyR_fbjD1P6JCRHS_BZCanGjg2Zv/view?usp=sharing

@NerosTie
Copy link
Author

NerosTie commented Jun 6, 2021

@Oschowa Thanks!
But how did you manage to do it? I'm very curious.

@NerosTie NerosTie changed the title [d3d9] Second Sight → missing HUD, subtitles, transition effect during cutscenes... (need help for apitrace) [d3d9] Second Sight → missing HUD, subtitles, transition effect during cutscenes... Jun 6, 2021
@Oschowa
Copy link
Contributor

Oschowa commented Jun 6, 2021

What DadSchoorse guessed was right, the game only loads d3d9.dll from the windows directory, so i copied wined3d's d3d9.dll form syswow64 to /tmp/wined3d, dumped the apitrace d3d9.dll into syswow64 and ran the game with APITRACE_FORCE_MODULE_PATH="/tmp/wined3d" WINEDLLOVERRIDES="d3d9=n,b" wine game.exe.
This needs to be done manually and not from steam or using the proton run script because otherwise your modification to the prefix' syswow64 will be overwritten.

misyltoad added a commit that referenced this issue Jun 6, 2021
I originally thought the depth clipping region was always [0, 1] when I first implemented this nearly 2 years ago.

The depth clipping region is already in the viewport's depth range, so just don't do anything here if we are z-testing.

( We still need to keep the flattening around for when ztest is disabled though :( )

Fixes: #2056
misyltoad added a commit that referenced this issue Jun 6, 2021
I originally thought the depth clipping region was always [0, 1] when I first implemented this nearly 2 years ago.

The depth clipping region is already in the viewport's depth range, so just don't do anything here if we are z-testing.

( We still need to keep the flattening around for when ztest is disabled though :( )

Fixes: #2056
@NerosTie
Copy link
Author

NerosTie commented Jun 6, 2021

Tested and everything is fixed, thanks! :)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging a pull request may close this issue.

4 participants