doitsujin / dxvk

Vulkan-based implementation of D3D8, 9, 10 and 11 for Linux / Wine
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Fallout 4: F4SE (resolved) and Texture related issue(s) #363

Closed jarrard closed 6 years ago

jarrard commented 6 years ago

F4SE Issue: Fallout4 script-extender (f4se) fails to initialize, this is a wine bug... Use the following wine patches to fix -> https://github.com/hdmap/wine-hackery/tree/master/f4se

Texture Alpha Blend issue: There are also a few textures in the game that come out mostly/all black, this is likely a alphablending issue.

First is the eyelash region of NPC and player characters, it appears black and even renders above glass textures for example when you observe yourself in front of mirror at gamestart and also when looking through the cryogenic chamber at your partner. (images provided)

Second texture issue is with a overlayed texture (foliage/rust?) on top of the electricity generators seen inside the vault (the ones that spark) and also on a few building types seen around concord. (images provided)

Software information

Fallout 4, High settings, godrays are enabled as they work for me. Graphical settings don't appear to have any consequence.

System information

Apitrace file(s)

This has me load a savegame inside the museum (which freezes when loaded by dxvk), there are no broken textures except for eyelashes at this point. I will try to produce another apitrace of outside region. Save8_3DD5671AM466F7879_ConcordMuseum01_000104_20180511101022_3_2.fos.zip (this one I believe)

Log files

It should actually be this: f4se.log and the f4se version should show up in the settings menu at bottom-right. Not sure if this is something DXVK can resolve.

Images of texturing issues (resized and cropped)

screenshot at 2018-05-11 18-30-10 screenshot at 2018-05-11 17-10-08 screenshot at 2018-05-10 19-16-48

Eyelash Images coming soon...

doitsujin commented 6 years ago

The apitrace file is 2.7gb compressed, should this be uploaded to dropbox?

I don't care where you upload it, please just upload it somewhere. Apitrace files are always that big because they contain literally every single D3D call the game makes.

jarrard commented 6 years ago

Ok, I will upload my first wine builtin apitrace to dropbox and update the first post with it. I can generate more if need be.

Updated.

F4SE May not work with standard WINE D3D11 either, it should insert itself in the game version number under settings but doesn't appear to. Perhaps DXVK just causes it to spit additional error is all.

F4SE appears to not work in Wine version or DXVK, tested with LooksMenu and its clear things don't work right.

jarrard commented 6 years ago

I got a reply back from the f4se team about the trampoline issue. Perhaps this feature can be worked into dxvk? I dunno if wine in general is to blame or if its something dxvk can fix.

Since branch instructions have a range that is smaller than the address space on 64-bit operating systems, we need to allocate a buffer that is adjacent to the game's code, called a "branch trampoline". Without that, the game's code and our DLL's code may be located too far away in memory to branch directly to each other.

Either WINE's loader is not supporting ASLR and loads executables at a very low address all of the time, or the functions for querying the state of memory are not implemented correctly.

The f4se dev seemed to think that it's something dxvk can resolve however.

ssorgatem commented 6 years ago

as for F4SE, could you try it on Windows + DXVK? Maybe it's just a Wine problem, getting more verbosy with DXVK.

jarrard commented 6 years ago

I just tried DXVK under windows and yes the F4SE script extender works, this is unfortunate. I guess we will move that one to winedb.....

EDIT: I filed a app report under winehq appdb, it was accepted. I have yet to file a bugzilla report as I don't exactly know what component to put it under (except unknown of cause). Might ask on their forum.

hdmap commented 6 years ago

I filed a bug report on winehq for f4se with more info there. With these patches f4se starts fine and it still runs fine with dxvk for me.

jarrard commented 6 years ago

Ok cheers for that, I will test that out today. I switched to Antergos from Manjaro so gotta configure everything over again.

Oddly enough the binary nvidia driver from their website doesn't install so I can't test 396.18.11 at this time (blank screen with cursor, no display error, shrug).

PS. I think SkyrimSE needs this exact same patching, probably easy to port that in also.

UPDATE: Appears to work, I haven't installed any mods yet as I have been trying to find a decent solution for mod management, NMM/MO2/VORTEX all have major issues, even with a windows VM.

jarrard commented 6 years ago

AND we have it fixed fella's It was either latest wine3.9+staging or the wine-ge related patches (gallium9 can be ignored for nvidia users).

Anyway as celebration of no more graphics oddities, here is a screen shot of a wall, as it was intended.

fo4 fix screenshot_20180608_020605

ghost commented 2 years ago

I have same thing on Windows