Ghostwire Tokyo - texture flicker (Epic Games Store)

Hi! I'm having an issue when trying to run Ghostwire Tokyo through Heroic. I'm getting constant texture flickering on certain objects, very noticeable on foliage (pretty much the entire object disappears). Has anyone experienced anything similar? Here's some technical details: - this is the Epic Games Store version - Linux distro is EndeavourOS - Heroic was installed from the AUR - GPU is an R9 Fury (tested on windows and there's no texture flicker) - Tried Wine-GE-latest, Wine-GE-Proton8-25, Wine-GE-Proton7-43; Same behavior was observed on all versions - Issue isn't MangoHud related I'll post last session's log bellow.
51 Replies
absent-sapphire
absent-sapphireOP2y ago
absent-sapphire
absent-sapphireOP2y ago
Oh, and thanks in advance for any suggestions!
ambitious-aqua
ambitious-aqua2y ago
absent-sapphire
absent-sapphireOP2y ago
If you are referring to installing wine dependencies then yea, double checked and they're all there Did some digging and I think this might be a RADV regression Same issue has been reported in Borderlands 3 and Visage For now, this issue doesn't seem to be related to Heroic or Wine. I'll look further into it tomorrow 💤
ambitious-aqua
ambitious-aqua2y ago
This game works fine for me fwiw
wise-white
wise-white2y ago
@Songbird Did you experience some stutters?
absent-sapphire
absent-sapphireOP2y ago
No stutters. Once I loaded in, the game ran smooth, besides the objects flickering. Shader compilation stutter is there the first time a new shader is encountered, but that's expected behavior for this game.
wise-white
wise-white2y ago
How did you do that No stutters
absent-sapphire
absent-sapphireOP2y ago
Don't think I did anything in particular The only stutters I get are when it's compiling shaders, on both linux and windows linux gets the weird object flicker from a radv issue with unreal engine 4 games, but outside of that it's smooth I do have my framerate capped using rivatuner on windows and mangohud on linux though I doubt that's what's making a difference when it comes to stutters
adverse-sapphire
adverse-sapphire2y ago
Which flicker? Oh wait that's whar the issue is about lol Restart heroic and try again That should update it to vkd3d-proton 2.11.1 Only stutters i get are when RT is on Maybe turn RT off If that doesn't work try mesa-git Might be some issue with your old GPU
absent-sapphire
absent-sapphireOP2y ago
No doubt. From various user testing, it seems to only happen in Unreal Engine 4 games that use DX12, with a pre Navi GPU (so Vega, Polaris, GCN). Reverting a commit from like 1 year ago does fix the issue so there's hope.
adverse-sapphire
adverse-sapphire2y ago
Vega? I can test vega but I have never seen it on vega
absent-sapphire
absent-sapphireOP2y ago
someone with a Vega 56 reported it so idk
adverse-sapphire
adverse-sapphire2y ago
Also which commit?
absent-sapphire
absent-sapphireOP2y ago
let me see if I can find it
absent-sapphire
absent-sapphireOP2y ago
GitLab
radv: wait for occlusion queries in the resolve query shader (d4465...
This is really noticeable for games that resolve a bunch of occlusion queries (in this case 4096) because it seems that emitting 4096 WAIT_REG_MEM packets can stall more than expected....
absent-sapphire
absent-sapphireOP2y ago
GitLab
mesa 23.1.0-rc3 flickering textures/lighting in Unreal 4 games Pola...
AMD RX 570 Polaris10 Linux 6.3.0 (amdgpu) Distro: Manjaro-Arch (customized) X11 (not Wayland) I got off the main branch at 23.1.0-rc2 and used that up until...
absent-sapphire
absent-sapphireOP2y ago
according to the findings here any way to check if it did update?
adverse-sapphire
adverse-sapphire2y ago
Look for 2.11.1 folder in ~/.config/heroic/tools/vkd3d
absent-sapphire
absent-sapphireOP2y ago
No description
absent-sapphire
absent-sapphireOP2y ago
seems like it
adverse-sapphire
adverse-sapphire2y ago
Ok it works for you, for some people it's not working I dunno why
absent-sapphire
absent-sapphireOP2y ago
Yea, doesn't fix the issue, but not surprised seeing it's a driver issue Thanks for the help btw Looks like it's gonna be a sit and wait kind of issue for now
adverse-sapphire
adverse-sapphire2y ago
man that's some nasty flickering do you know how to compile mesa and test it?
absent-sapphire
absent-sapphireOP2y ago
no, but I can learn I'll make a timeshift backup and try it tomorrow I guess If it doesn't work I'll just continue using the windows install for Ghostwire, since I still keep it around for audio vst stuff
adverse-sapphire
adverse-sapphire2y ago
why is it even causing an issue, it looks like it's just running the same code, but the loop and if statement are on the GPU instead if I understand what NIR does correctly
absent-sapphire
absent-sapphireOP2y ago
I couldn't tell you. This commit seems to be there to improve CS2 performance apparently.
absent-sapphire
absent-sapphireOP2y ago
GitHub
Shin Megami Tensei V: Flickering corruption on AMD GPUs · Issue #28...
What's the issue you encountered? In SMTV there is flickering graphics corruption happening on AMD GPUs right at the start of the game: 2021-11-13.15-37-12.mp4 It happens on both Mesa drivers a...
absent-sapphire
absent-sapphireOP2y ago
seems to be an issue on the switch emulator as well Force disabling ambient occlusion seems to fix it. I wonder if I can somehow force that in Ghostwire
adverse-sapphire
adverse-sapphire2y ago
no I think it was for jedi survivor
absent-sapphire
absent-sapphireOP2y ago
Ah, that would make a lot more sense UE and DX12
absent-sapphire
absent-sapphireOP2y ago
No description
absent-sapphire
absent-sapphireOP2y ago
turned every setting as low as it can go just to make sure I'm not hitting a vram limit or something You can tell from the wonderful invisible vending machines that it wasn't the issue :)
like-gold
like-gold2y ago
Did you try any vkd3d env vars etc?
absent-sapphire
absent-sapphireOP2y ago
Don't think I've tried any vkd3d specific ones, but I did try some mesa(?) or radv ones
like-gold
like-gold2y ago
I assume nohiz and bolist thingy said in switch emu issue
absent-sapphire
absent-sapphireOP2y ago
I think I missed those The ones I tried were: - RADV_DEBUG=llvm (doesn't launch at all) - ACO_DEBUG=noopt (worse performance, but the issue is still there) - setting game to run in dx11 (-dx11) (stuck on loading screen) - a few others that I don't fully remember the names of
like-gold
like-gold2y ago
Try them first then if no worky, this VKD3D_CONFIG=single_queue Obviously vkd3d env var is for dx12 Not that any of those are guarenteed to solve anything fwiw
absent-sapphire
absent-sapphireOP2y ago
no change should I try this one by itself?
like-gold
like-gold2y ago
Yep
absent-sapphire
absent-sapphireOP2y ago
aight still there
like-gold
like-gold2y ago
RADV_DEBUG=nofastclears as kinda last shot 🐸 :sunglase:
absent-sapphire
absent-sapphireOP2y ago
no dice
like-gold
like-gold2y ago
Rip
absent-sapphire
absent-sapphireOP2y ago
yea Thank you for the suggestions!
like-gold
like-gold2y ago
Yw, would be nice if they worked but 🐸
absent-sapphire
absent-sapphireOP2y ago
UPDATE: RADV_DEBUG=syncshaders eliminates the flickering, but causes a significant decrease in performance
adverse-sapphire
adverse-sapphire2y ago
oh it might be a sync bug then... hmm
absent-sapphire
absent-sapphireOP2y ago
Tried with e-sync, f-sync and both off no change
ambitious-aqua
ambitious-aqua2y ago
i dont think thats what ooof meant.. more the shader sync stuff
absent-sapphire
absent-sapphireOP2y ago
Ah, understandable I could maybe open a ticket on mesa's gitlab, but seeing as there are already tickets with the same issue for other UE4 DX12 games, I'm not sure if there's any point.

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