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Upstream: D3D8-related issues #45

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AlpyneDreams opened this issue Nov 6, 2022 · 8 comments
Closed
1 task done

Upstream: D3D8-related issues #45

AlpyneDreams opened this issue Nov 6, 2022 · 8 comments
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upstream Related to upstream or D3D9 issues, PRs, and code.

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@AlpyneDreams
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AlpyneDreams commented Nov 6, 2022

The following upstream issues may be relevant for us to investigate too:

  • Silent Hill 2 Crash - using Enahanced Edition / d3d8to9
    • This occurs on Windows, but d9vk handles it just fine on Linux.

Using d3d8to9:

Other:

See also: #44

@AlpyneDreams AlpyneDreams added the upstream Related to upstream or D3D9 issues, PRs, and code. label Nov 6, 2022
@AlpyneDreams AlpyneDreams changed the title Upstream: D3D8-related issues Upstream: open D3D8-related issues Nov 6, 2022
@AlpyneDreams AlpyneDreams changed the title Upstream: open D3D8-related issues Upstream: D3D8-related issues Nov 6, 2022
@WinterSnowfall
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WinterSnowfall commented Feb 6, 2023

Once doitsujin#3238 is fixed upstream, Zwei: The Ilvard Insurrection will also work properly with d8vk. Edit: We now have a config option in place that fixes it.

@shmerl
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shmerl commented Feb 20, 2023

Any plan to merge the project itself to upstream?

@Blisto91
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Maybe 🙂

#16 (comment)

@shmerl
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shmerl commented Feb 20, 2023

May be a wrong place to ask, but why is the project building d3d9 - d3d11 DLLs in addition to d3d8 one? Is it just for reducing the need to customize build scripts or something else?

@Blisto91
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Blisto91 commented Feb 21, 2023

If the build_d3d8.sh script is used it should only be building d3d8 and d3d9 dll's. The reason for the d3d9 dll being included is that like d3d10 being implemented through the d3d11 parts upstream, here d3d8 is also implemented through the d3d9 parts. So d3d8 "goes through" the d3d9 code.
At the moment d8vk has to ship a custom version of d3d9.dll so upstream ones can't be used, but the goal is that that should be possible in the future. #19

@pchome
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pchome commented Feb 23, 2023

I was curious and squash-merged d8vk with current dxvk master branch, minus scripts. Seems applied and work with 2.1 too.
dxvk-d3d8-20230222.patch.txt
Hope it not break too much on d3d9 side.

@AlpyneDreams
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AlpyneDreams commented Mar 4, 2023

I was curious and squash-merged d8vk with current dxvk master branch, minus scripts. Seems applied and work with 2.1 too. dxvk-d3d8-20230222.patch.txt Hope it not break too much on d3d9 side.

Glad to hear it works. It shouldn't break anything, I have intentionally barely touched d3d9 since it's always changing upstream anyway.

@AlpyneDreams AlpyneDreams pinned this issue Mar 4, 2023
@WinterSnowfall
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WinterSnowfall commented Mar 30, 2023

Some feedback from my tests.

* [C&C Generals - d3d8to9](https://github.com/doitsujin/dxvk/issues/1498)

Still trying to get a hold of the game, to confirm this has been resolved. It works just fine now.

* [Blood Rayne - d3d8to](https://github.com/doitsujin/dxvk/issues/1828)

I have played through the first two levels maxed out @1080p 4x AA and it all seems fine. Cutscenes appear to limit the fps to 30, so maybe it is more of a perceived problem of d8vk/dxvk properly enabling vsync for the game?

Edit: There are some situations where the game slows down a bit, but that appears to be an engine limitation and not something we are doing wrong, as I can also see it in WineD3D.

* [UT2004](https://github.com/doitsujin/dxvk/issues/2605) - issue occurs with d3d8to9 and d3d9

Not a problem with d8vk in Wine at least, where you can use alb+tab without issues.

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