TruthInFiction Posted February 23, 2022 Specifically, it's the combination of Vulkan and the Doom software renderer that seems to cause problems. Any other combination of api and render mode seems to be fine. The above is what I get for messing with the settings in general. For instance, if I launch the game with all of the texture resizing options off and turn any of them on I get this. I also get this if I have texture resizing on when I launch the game and then turn it back off. This also happens if I modify the sprite, texture resize multiplier or font resizing options, regardless of whether or not I have quality resize mode on. The above is what I get if I launch the game with High Quality Resize on with a multiplier set and then mess with any of the other options. It does not always look exactly like this but is always messed up in some way. These options work fine on their own, or again if I mess with them with any combination of api and render mode other than Vulkan and Doom software renderer. GZDoom version is 4.7.1 and the graphics card is a Radeon RX 480 8GB. 0 Quote Share this post Link to post
Dark Pulse Posted February 23, 2022 3 minutes ago, TruthInFiction said: graphics card is a Radeon RX 480 8GB. How much does anyone want to bet this is AMD being dumb again? 0 Quote Share this post Link to post
TruthInFiction Posted February 23, 2022 3 minutes ago, Dark Pulse said: How much does anyone want to bet this is AMD being dumb again? I'd considered the possibility, but it seems strange that it's specifically Vulkan + Doom software renderer and not Vulkan + True Color software renderer or Open GL + Doom software renderer for instance. Who knows though, I'm sure stranger things have happened. 0 Quote Share this post Link to post
dpJudas Posted February 23, 2022 This most likely has something to do with the vulkan backend not resetting the descriptor sets or image views for textures/materials that changed. Given that it only happens for palette mode, the most likely candidate is that the palette texture changes when you play around with those settings (for reasons unknown to me, since it seems they shouldn't really affect that texture, but the internal workings of the hardware renderer layer is often exotic and nonsensical) and then the descriptor for the software renderer material isn't updated. I don't think it is an AMD specific bug. The bad news is that I won't hunt down this bug and fix it for you. And if I don't do it then nobody will. You will have to switch to OpenGL or just accept this as one of the quirks of the current vulkan backend. Sorry. Maybe sometime in the future both backends will be done by the same author and then maybe you will see an improvement. The nature of vulkan makes it impossible to implement the contract between the hardware layer in GZDoom and vulkan. The hardware layer simply isn't stable enough (too many authors dicking around with it) and vulkan too unforgiving whenever those changes to the HW layer breaks something that OpenGL blissfully would have handled automatically for you. 0 Quote Share this post Link to post
Graf Zahl Posted February 23, 2022 Maybe in the future when all those upgrade resistant folks have retired their ancient pre-Vulkan GPUsit'll allow us to implement a real modern backend that can use Vulkan to its advantage... Trying to shoehorn Vulkan into an OpenGL compatible workflow is doomed to cause problems that are hard to fix. 0 Quote Share this post Link to post
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