doitsujin / dxvk

Vulkan-based implementation of D3D8, 9, 10 and 11 for Linux / Wine
zlib License
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Tekken 7: Most projectiles cause stuttering on hit or block #248

Closed TiZ-HugLife closed 6 years ago

TiZ-HugLife commented 6 years ago

Most projectiles cause heavy stutter when they hit or get blocked. Eliza's qcf2 Dark Wave exhibits it. Geese's qcf2 Double Reppuken exhibits it. Both DLC, damn! When I encountered this issue, I was really worried that it was only happening with DLC characters! Fortunately, Akuma exhibits it too with his hcf1 and hcf2 Shakunetsu Hadouken.

Can't really play the game on my laptop just yet like this, especially since Geese and Eliza are both very popular in my scene. :(

I took a video of the issue. It seems like it wastes a little bit of time at the start by practicing against a projectile-less character, but that's because there used to be an issue where the first hit spark and the first counterhit spark would cause stutter and I wanted to catch it on video. But that one seems to have gone away so I just focused on testing the projectiles.

Software information

Tekken 7, medium preset with high textures and medium and low effects.

System information

Apitrace file(s)

https://drive.google.com/open?id=1GWLUx32Hdb1ygXSvnsA8EMgk-txIR9wr

Log files

TiZ-HugLife commented 6 years ago

Uh... I didn't realize that the video's audio was terribly desynced, and forgot I wasted all that time doing 1p moves before doing the actual problematic 2p moves. I apologize for both of those things. If you could use a better video, I'll try and fix up my recording script and do a more focused run on just one of the moves that exhibits the behavior.

EDIT: The apitrace was focused though; I recorded it from Windows. I just did practice mode, Lili vs. Akuma, and set him to do hcf2 a few times then quit.

TiZ-HugLife commented 6 years ago

I just found out that it's not DXVK's problem, it happens in some Windows configurations too. Link to relevant reddit thread. I'm not sure why it doesn't happen in mine. Maybe it was happening in mine and I wasn't paying attention to it? I'm not sure.

In any case, not your problem.

EDIT: I may have spoken too soon, I'm not sure. A patch came out recently, and it looks like it gave Windows users the same behavior that we're seeing here. I don't know if it was always like that or if this is recent. I'll investigate.

TiZ-HugLife commented 6 years ago

Okay so I've been watching your commit log closely, and I remember making a point to test master after you made the commit for getting rid of the on-disk shader cache to reduce the stutter that another player was experiencing in their game. I have my wine prefixes on my HDD, so it made sense that it might have fixed it. I remember noticing that the stutter was reduced a lot but not eliminated; in fact, it was identical to what Windows users are currently experiencing. That is to say, the video I initially submitted, that kind of stutter, that's more severe than what Windows users are experiencing, but what they're experiencing right now is what I got on my last test.

So I'm trying to figure out the timeframes here to see if you actually fixed this issue, but the patch hit just in time to make it look like it wasn't actually quite fixed, or if the issue still isn't quite fixed and for some reason Windows users are now seeing the same behavior as what we see. And if that is the case, I'm curious if they'll share what the fix is and if we can learn from that.

TiZ-HugLife commented 6 years ago

Harada has confirmed that the projectile stutter that Windows users are now facing is due to Denuvo. That means that this issue is likely due to the way Wine is interacting with Denuvo as well. So again, not your problem.