Emulator Issues #9923
[VULKAN] Baldur's Gate: Dark Alliance black flashing.
Baldur's Gate: Dark Alliance NTSC-U
Game ID? (right click the game in the game list, properties, info tab)
MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)
What's the problem? Describe what went wrong.
Vulkan has black flashing at certain spots (same spots as where D3D12 has texture corruption)
What steps will reproduce the problem?
load my savestate (or use my memory card, load the 1st save and walk up against the wall of boxes)
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?
What are your PC specifications? (CPU, GPU, Operating System, more)
Intel Core i7 4800MQ, nVidia GeForce GTX870m 6GB, 16GB Ram, Windows 10 x64 Anniversary Edition
Is there any other relevant information? (e.g. logs, screenshots,
With the graphics configuration screen and the game open I changed all options one by one to see if anything changes: Nothing changes
OpenGL and D3D11 do NOT have this issue. D3D12 has a different issue which I will make a different bugreport for.
All of the other graphics options change nothing, also changing from dual-core to single-core doesn't change anything.
Added log and savegame, uploaded FIFOLOG and Savestate to MEGA because of size.
#3 Updated by Stenzek almost 3 years ago
Could you please test the game with PR #4480:
Or, if you need a prebuilt version: https://dl.dolphin-emu.org/prs/pr-4480-dolphin-latest-x64.7z
The fifolog renders correctly on my end now, it would be great if you could confirm it fixes the issue when playing the game as well. You'll still get the warnings about command buffers being executed early, but the flickering problem should be fixed. This is due to the game is causing a very large amount of uniform buffer usage, so it might be worth investigating and seeing if we can reduce it at all.
#5 Updated by Stenzek almost 3 years ago
- Status changed from Accepted to Fixed
The speed drop is not a Vulkan-specific issue, I suspect that is mainly due to the number of draw calls this game is causing, which is a separate issue. On the fifolog at least, I get similar performance on GL and Vulkan.
There might be some optimizations we can make here for this specific game (after really quickly examining the log it seems the vertex shader does not consume the fields that are updated), but there are also a few other games that suffer from this type of slowdown, so a general solution would be better.