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-sapphireOP•2y ago
absent-sapphireOP•2y ago
Oh, and thanks in advance for any suggestions!
ambitious-aqua•2y ago
did you do this step from the readme first post https://discord.com/channels/812703221789097985/1044301598018515105/1044301598018515105
absent-sapphireOP•2y 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•2y ago
This game works fine for me fwiw
wise-white•2y ago
@Songbird Did you experience some stutters?
absent-sapphireOP•2y 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•2y ago
How did you do that
No stutters
absent-sapphireOP•2y 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•2y 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-sapphireOP•2y 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•2y ago
Vega?
I can test vega but I have never seen it on vega
absent-sapphireOP•2y ago
someone with a Vega 56 reported it so idk
adverse-sapphire•2y ago
Also which commit?
absent-sapphireOP•2y ago
let me see if I can find it
absent-sapphireOP•2y 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-sapphireOP•2y 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-sapphireOP•2y ago
according to the findings here
any way to check if it did update?
adverse-sapphire•2y ago
Look for 2.11.1 folder in ~/.config/heroic/tools/vkd3d
absent-sapphireOP•2y ago

absent-sapphireOP•2y ago
seems like it
adverse-sapphire•2y ago
Ok it works for you, for some people it's not working I dunno why
absent-sapphireOP•2y 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•2y ago
man that's some nasty flickering
do you know how to compile mesa and test it?
absent-sapphireOP•2y 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•2y 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-sapphireOP•2y ago
I couldn't tell you. This commit seems to be there to improve CS2 performance apparently.
absent-sapphireOP•2y 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-sapphireOP•2y 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•2y ago
no I think it was for jedi survivor
absent-sapphireOP•2y ago
Ah, that would make a lot more sense
UE and DX12
absent-sapphireOP•2y ago

absent-sapphireOP•2y 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•2y ago
Did you try any vkd3d env vars etc?
absent-sapphireOP•2y ago
Don't think I've tried any vkd3d specific ones, but I did try some mesa(?) or radv ones
like-gold•2y ago
I assume nohiz and bolist thingy said in switch emu issue
absent-sapphireOP•2y 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•2y 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 fwiwabsent-sapphireOP•2y ago
no change
should I try this one by itself?
like-gold•2y ago
Yep
absent-sapphireOP•2y ago
aight
still there
like-gold•2y ago
RADV_DEBUG=nofastclears
as kinda last shot 🐸
:sunglase:absent-sapphireOP•2y ago
no dice
like-gold•2y ago
Rip
absent-sapphireOP•2y ago
yea
Thank you for the suggestions!
like-gold•2y ago
Yw, would be nice if they worked but 🐸
absent-sapphireOP•2y ago
UPDATE:
RADV_DEBUG=syncshaders
eliminates the flickering, but causes a significant decrease in performanceadverse-sapphire•2y ago
oh it might be a sync bug then... hmm
absent-sapphireOP•2y ago
Tried with e-sync, f-sync and both off
no change
ambitious-aqua•2y ago
i dont think thats what ooof meant.. more the shader sync stuff
absent-sapphireOP•2y 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.