Project

General

Profile

Actions

Emulator Issues #9346

closed

D3D12 Texture cache issues in Xenoblade unless Slow

Added by katelyngadd about 9 years ago. Updated about 9 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Game Name?

Xenoblade Chronicles

Game ID? (right click the game in the game list, properties, info tab)

SX4E01

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

9d55b3f46aee375ccb58ba5c980c7ca2

What's the problem? Describe what went wrong.

When running Xenoblade Chronicles in the D3D12 backend with the texture cache at the middle setting (between fast and slow) the grass textures in the starting town are hosed. Sliding it over to Slow fixes it instantly. I can't reproduce this in D3D9 but it might just be intermittent. I've seen it twice.
Doesn't seem to happen if you're using custom textures.

What steps will reproduce the problem?

D3D12 backend, texture cache accuracy at the middle setting (between fast and slow). Load a save on the entry bridge in the starting town, looking outward towards where you start the game.

Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?

Tested in 4.0-8947. Haven't used Dolphin in like a year so I don't have any good comparison versions here (and obviously, the D3D12 backend wasn't in those versions).

What are your PC specifications? (CPU, GPU, Operating System, more)

Haswell-E CPU, GeForce 980ti (latest drivers as of 2016-02-16), Windows 10 x64.

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

Attaching comparison screenshot. P.S. The screenshot has a spoiler in it, if you care.


Files

Screenshot 2016-02-16 07.25.47.png (1.3 MB) Screenshot 2016-02-16 07.25.47.png Busted katelyngadd, 02/16/2016 03:35 PM
Screenshot 2016-02-16 07.25.59.png (1.29 MB) Screenshot 2016-02-16 07.25.59.png Correct katelyngadd, 02/16/2016 03:35 PM
saves.zip (543 KB) saves.zip katelyngadd, 02/16/2016 03:55 PM
Actions #1

Updated by katelyngadd about 9 years ago

Here are my Xenoblade saves (careful not to overwrite any saves you care about). I'm using the first save slot to test.

Actions #2

Updated by JosJuice about 9 years ago

I'm going to assume that you meant D3D11 instead of D3D9, like in issue 9347. You can't use D3D9 in 4.0-8947.

Actions #4

Updated by Helios about 9 years ago

Katelyn, I wasn't able to reproduce either of your issues on a Kepler GPU.

Maybe this is a 9xx series specific problem?

Regardless, can you try this build?

http://dl.dolphin-emu.org/prs/pr-3647-dolphin-latest-x64.7z

Stick a portable.txt file in the directory to make it use an isolated user folder if you want. Just copy over your saves.

Also, if you want debugging stuff,

http://dl.dolphin-emu.org/prs/pr-3647-dolphin-latest-dbg-x64.7z

Actions #5

Updated by JMC4789 about 9 years ago

We have some issues in the D3D12 backend that are probably causing this. Just be patient.

Actions #6

Updated by wistfulmunching about 9 years ago

I have a similar issue with texture corruption in DX12 mode and found a workaround, maybe it would also work for you. First start the game and find an affected area. Open Graphics -> Advanced, then enable and disable "Texture Format Overlay". All better?

I don't know whether this workaround solves the problem for the whole gameplay session, it might break again when you go to another area and load a new set of textures. I haven't bothered experimenting with it much, doesn't seem sensible to invest any time playing the game with an experimental/crashy renderer when I already can already uncap the framerate and hit 500% fps in OpenGL with 3x resolution and 4x MSAA.

(Not to say I don't appreciate the work being done on DX12, I know it'll be useful for a lot of other people. Hopefully some of the work done on DX12 can be adapted to Vulkan if it turns out to be as good as people seem to think.)

Actions #8

Updated by JMC4789 about 9 years ago

  • Status changed from New to Fixed
Actions

Also available in: Atom PDF