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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [skl DXVK] GPU hang with Megadimension Neptunia VIIR"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108531#c16">Comment # 16</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [skl DXVK] GPU hang with Megadimension Neptunia VIIR"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108531">bug 108531</a>
from <span class="vcard"><a class="email" href="mailto:danylo.piliaiev@gmail.com" title="Danylo <danylo.piliaiev@gmail.com>"> <span class="fn">Danylo</span></a>
</span></b>
<pre>While in the menu fps issue is solved however the same issue is indeed present
in the gameplay.
Here is a trace
<a href="https://drive.google.com/file/d/1j0fXWPsGWy3WM8hStV9qViEA-sWnD7rJ/view">https://drive.google.com/file/d/1j0fXWPsGWy3WM8hStV9qViEA-sWnD7rJ/view</a>
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.</pre>
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