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GTA V rendering issues with MSAA enabled #2525
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Can you also provide screenshots of how it's supposed to look? It doesn't look obviously broken to me. As for recording an apitrace, you want to download the win64 release from here and place the |
Try the RADV_DEBUG options i mentioned earlier and open a bugreport on the Mesa gitlab. If you can it would probably be helpful to record a renderdoc capture of the issue or to bisect Mesa if you think it's a regression introduced with 21.3.7. |
I managed to build the current mesa master and it doesn't seem to have this problem. I wasn't able to test the other problematic game because I couldn't figure out how to build a 32 bit version of mesa. I'm closing the issue since it's clearly not a DXVK problem. |
When MSAA is enabled, some transparencies are not rendered correctly (see attached screenshots).
Sometimes this happens immediately after launching the game or it can take a few minutes or a few character switches. It does not happen when MSAA is disabled.
Foliage becomes either invisible or semi translucent, occasionally the wrong LOD is rendered, broken shadows on foliage was also observed once but I wasn't able to replicate it. Other transparencies (like particle effects, wires, etc.) are also affected occasionally.
Changing graphics settings or pressing Alt+Enter solves this issue temporarily, but it occurs again after a few minutes.
Software information
GTA V (tested current version as well as older 1.41 version, same result)
System information
Apitrace file(s)
I was unable to make a caputre so I'm open to suggestions. I tried the following commands:
apitrace trace --api dxgi --output "C:\gtav.trace" PlayGTAV.exe
: this causes the game to crash while loadingapitrace trace --api dxgi --output "C:\gtav.trace" GTA5.exe
: the game works but apitrace fails to inject its DLLLog files
logs.zip
Note: the logs mention a dxvk.conf file, I used it to test various settings but it was empty when the screenshots and these logs were made.
Screenshots
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