Open 234523413432634 opened 1 year ago
Likely another issue caused by DXVK not supporting single-sampled rasterization to multisampled render targets. We can't really implement this in any resasonable way since the only Vulkan extension that would provide the required functionality does not work with the dynamic rendering functionality that DXVK relies on.
I see. Should i close the issue then?
No it is a legit issue even if there isn't a easy fix. 🙂
Maybe another issue is that "MSAA extensions" (e.g. CSAA/EQAA/etc.) was a thing as part of a drivers. So in some games which didn't mark modes explicitly like "CSAA 4x/EQ4x" an "8x" mode can actually be "4x+4coverage samples". For obvious reasons this may not be available in linux drivers (not sure about amd's EQAA, there is something present in vulkan drivers, maybe works).
Just guessing, but what can happen in the game:
EDIT: actually 8x CSAA can be 4 samples and qualityLevel=8 (9 levels count). Also all above is pure speculation, I know nothing about dx/vk/driver internals, but I believe there is a grain of truth somewhere.
Q: Is it possible for DXVK to use built-in post-processing AA in cases where it can't support MSAA properly? Just to fill the gap and do not live user w/o AA. Yes, it's possible to force some AA via driver settings or external tools, but good to have something OOTB.
Turning on msaa in game options corrupts the text. Happens both on win10 and linux Also msaa setting resets to x0 on every game restart, while with original d3d9 game remembers the last value it was set to.
No msaa: x8 msaa:
Software information
Aion 64 bit , directx 9, cry engine i think?
System information
Apitrace file(s)
windows: https://drive.google.com/file/d/1NmuD4opOpMjg0mCS3Fg-otFhNVznH--K/view?usp=sharing
Log files
d3d9.log: Aion_d3d9.log
d3d11.log:
dxgi.log: