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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [SKL] 48-bit addresses break DOOM"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100620#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [SKL] 48-bit addresses break DOOM"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100620">bug 100620</a>
from <span class="vcard"><a class="email" href="mailto:notasas@gmail.com" title="Grazvydas Ignotas <notasas@gmail.com>"> <span class="fn">Grazvydas Ignotas</span></a>
</span></b>
<pre>Created <span class=""><a href="attachment.cgi?id=130764" name="attach_130764" title="radv screenshot">attachment 130764</a> <a href="attachment.cgi?id=130764&action=edit" title="radv screenshot">[details]</a></span>
radv screenshot
norbc doesn't seem to help.
(In reply to Jason Ekstrand from <a href="show_bug.cgi?id=100620#c4">comment #4</a>)
<span class="quote">> I've requested a copy of the game and will take a look once I get it.</span >
Just to save you some time, you'll need wine-staging and to add
"+r_renderapi 1"
to DOOM's launch options, otherwise you can't even get to the options screen to
enable Vulkan because of it wanting 4.5 compat GL context. Other useful options
are "+com_skipIntroVideo 1 +com_skipKeyPressOnLoadScreens 1". It also needs
Dave's "[rfc] spirv: work around doom shaders having load/store to sampler
types" from the ML, and then other than hitting some debug asserts it worked
fine before the 48-bit patch.
<span class="quote">> Also, even your "good" image also appears to have corruption near that halo
> effect it's just less noticable.</span >
I think that one is intended, see the screenshot from radv (same settings, just
higher resolution).</pre>
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