[Bug 108531] [skl DXVK] GPU hang with Megadimension Neptunia VIIR

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Thu Nov 8 11:01:06 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=108531

--- Comment #16 from Danylo <danylo.piliaiev at gmail.com> ---
While in the menu fps issue is solved however the same issue is indeed present
in the gameplay.

Here is a trace
https://drive.google.com/file/d/1j0fXWPsGWy3WM8hStV9qViEA-sWnD7rJ/view

The same shader is the cause of low fps during the gameplay. This shader
decides whether to continue execution by comparing value from the depth buffer
to one, if one - discard otherwise continue. 

In the main menu depth buffer is clean - it's filled with 1.0, in the gameplay
rendering the scene fills the depth buffer (set range of 't7' input to 0.99 -
1.0) and now there is no early discard. Thus the main part of the shader gets
invoked for the whole screen which looks like a correct behavior since it's
clearly combines inputs into correctly lighting scene.

-- 
You are receiving this mail because:
You are the assignee for the bug.
You are the QA Contact for the bug.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.freedesktop.org/archives/intel-3d-bugs/attachments/20181108/5f648738/attachment.html>


More information about the intel-3d-bugs mailing list