Nvidia driver discussion

Nvidia introduced new Vulkan SPIR-V compiler. Games using DXVK runs very slow with it (it can be disabled by using __GL_NextGenCompiler envvar).
Comparision [3840x2160, new vs old, disabled by envvar]:

Tomb Raider 2013 main menu (ultra, but without tesselation): [7 FPS vs 40 FPS]
NieR:Automata (some scene, full details, anti-aliasing off): [14.5 FPS vs 24 FPS]
Sword Art Online Hollow Realization (Teleport Gate Plaza, full details, anti-aliasing off): [13 FPS vs 45 FPS]

Moreover:

Tomb Raider 2013 scene with tesselation enabled is black (on old nvidia shader compiler graphics is corrupted, but visible)
Sword Art Online Fatal Bullet scene is also black
No performance difference on Unigine Heaven (DXVK) and Vulkan Examples (native Linux)

System information

GPU: GeForce GTX 1080
Driver: 396.18
Wine version: 3.5
DXVK version: 41132b8
X11 Compositor: none/disabled
Nvidia Force Composition Pipeline: enabled
UseNvKmsCompositionPipeline: false

Well, don't use the new compiler then, it's obviously not mature enough yet.

Thanks for the heads up. I'll report back when I know more.

Confirming its slow. GTA V usual 60-90FPS went to 20-35 FPS
Fixes GTA V sun issue though
396.18 with __GL_NextGenCompiler=1

396.18 with __GL_NextGenCompiler=0

Crysis 2 Tesselation got broken and performance went down
396.18 with __GL_NextGenCompiler=1

396.18 with __GL_NextGenCompiler=0

@pdaniell-nv
There is example from The Witcher 3: https://streamable.com/0zgjl it is approximately 1/3 of performance of the old compiler.
Disabling Hull and Domain Shaders bumps up performance twice.

It should be noted that not all of the games @pingubot mentioned are well-tested and some of them have known issues. I think only Crysis 2 and Unigine Heaven are expected to work properly.

@doitsujin Are there any SPIR-V work arounds in place for our old compiler? If so, they probably need to be removed for the new compiler in 396.18 and beyond.

Ok, thanks. We're looking into the functionality and performance regressions described above.

Using __GL_NextGenCompiler=1 (default) causes some sort of "black/green'ish" picture in Unigine benchmarks.
On the other hand, there was a change vs. previous in Unigine Superposition with the setting __GL_NextGenCompiler=0 when it comes to lightreflections.. (Did not start with default =1 setting)

TW3:

CPU usage: ~18%
GPU usage: 100%
Inverted colors (yellow == green)
Texture glitches
low fps (1/3, due to low cpu usage ?)
log diff:
old : warn:  D3D11Device: No matching border color found for (1e+10,1e+10,1e+10,1e+10)
new: warn:  D3D11Device: No matching border color found for (1e+010,1e+010,1e+010,1e+010)

As an opposite effect to bugs in other games/applications I can report Just Cause 3 runs without issues (except green color dominated) now.
This is for wine-staging, game was launched from steam menu, no other settings touched.
Without DXVK it fully unplayable, a lot of glitches and missing textures.

Tested Dark Souls 2 and Dark Souls 3 on this commit: adb1789571354141b4046882d88f654763ad3638.
Both games now have inverted colors (yellow is now green) with __GL_NextGenCompiler=1. With old compiler colors are normal.

With new compiler Path of Exile crash while loading with:
 NVRM: Xid (PCI:0000:01:00): 8, Channel 0000006a
Setting __GL_NextGenCompiler=0 makes the game work
Using DXVK: 8dfe7088fd7102f3b180868b92c53ab3680e37f0
PathOfExile_x64_d3d11.log
PathOfExile_x64_dxgi.log
shaders.zip

Want to add Skyrim SE to the list of affected games:
New Compiler = 3.5 to 5 fps
Old Compiler = 60+ fps (vsync on)
Settings have no influence at all.

I suggest using __GL_NextGenCompiler=0 until this gets resolved (presumably upstream problem).

Thanks for all the reports posted here on our 396.18 driver. We have just released a new 396.18.02 beta driver on our Vulkan driver page here: https://developer.nvidia.com/vulkan-driver
This should resolve some of the performance and corruption issues reported. As an added bonus this driver also increases the number of UBOs allowed per shader stage from 12 to 15 as discussed in issue https://github.com/doitsujin/dxvk/issues/90.
We look forward to hearing feedback on the new 396.18.02 driver. Thanks!

I upgraded to 396.18.02.
This is what Overwatch via DXVK (b82ae16) looks like with:
__GL_NextGenCompiler=1
https://imgur.com/a/eNRnK
__GL_NextGenCompiler=0
https://imgur.com/a/9Knko
So it seems like there is still some corruption going on.

driver version:
396.18.02
This Unity engine demo seems to have issues with corruption as well:
https://blogs.unity3d.com/es/2015/06/24/releasing-the-blacksmith/
corrupted:
https://imgur.com/a/9xfhs
not corrupted:
https://imgur.com/a/mZKTi

396.18.02
DXVK: 05a96e9
GPU: GTX 1060 6GB
The performance issues on GTAV with __GL_NextGenCompiler=1 are fixed, but with the maximum settings, this line exists onscreen

This does not happen with __GL_NextGenCompiler=0

For the issue with the Unity engine demo that @varris1 reported, it appears the SPIR-V is invalid in at least one of the shaders. In one of them there is this:
        %84 = OpFAdd %v3float %79 %83
        %85 = OpLoad %float %o0
        %86 = OpVectorShuffle %float %85 %84
              OpStore %o0 %86

In this example %o0 is actually a pointer to v4float and the OpVectorShuffle should have be used with vector types. So some kind of scalar/vector mixup going on. Actually the spir-v validator catches the OpLoad type mismatch above, but not the OpVectorShuffle issue.

This was with "High" the default. Not sure why we're seeing different results. Are you setting anything like DXVK_SHADER_OPTIMIZE=1?

No. I removed that knob a while ago as well.
That said, I do remember fixing a similar issue before tagging dxvk v0.42. Any chance you're running an old dxvk build?

I used the "higher" preset as well. Sorry for not mentioning that.

We're not sure why we're getting different results. We're using https://haagch.frickel.club/files/dxvk/r994.05a96e9/64/bin/ and http://democontent.unity3d.com/BlacksmithStandalone_2015-06-24_0-00-06.05 2.7z.

Here is our dump of the SPIR-V of the problematic shader.
dump.4451.zip

@ZeroFault just reported a similar issue and sent me the faulty shaders. It looks like the demo itself generates different shaders depending on which GPU is being used, because it definitely doesn't use those shaders on my system.
I'll look into that bug in my compiler.

Card: GTX 750 Ti
Driver: 396.18.02
Superposition: still have rough shadows (https://github.com/doitsujin/dxvk/issues/267#issuecomment-380541358)
The Witcher 3: performance fixed; ground near the character became transparent (not fixed)

@pdaniell-nv The Blacksmith issue should be fixed as of 8eb78591a0657e711d6a7cdcdf90382681b69036. There's something weird about the HLSL shaders that it generates, not sure if it does the right thing - but the SPIR-V should be valid.

I tried the blacksmith demo again with DXVK commit 8eb7859 and the same kind of artifacts are still there,

@jeffbolznv Thanks for letting me know, 5eaacf74594f4558483917f6f0ecc1c5fd713dff should fix this. Sorry for the inconvenience.

Does this commit 5eaacf7 also fixes the bad ground in witcher3 ?

Hmm, that's not expected. Any chance that vulkaninfo was captured with __GL_NextGenCompiler=0?

@pdaniell-nv
Oh, yes, I forgot about __GL_NextGenCompiler=0 was set as global env variable. But __GL_NextGenCompiler=1 for separate WINE prefixes, so artefacts in superposition detected with new compiler.
Now my device in database and I cant resend correct data, but here are reported limits for __GL_NextGenCompiler=1 from json file:
"limits": {
            "bufferImageGranularity": "0x10000",
            "discreteQueuePriorities": 2,
            "framebufferColorSampleCounts": 15,
            "framebufferDepthSampleCounts": 15,
            "framebufferNoAttachmentsSampleCounts": 15,
            "framebufferStencilSampleCounts": 15,
            "lineWidthGranularity": 0.125,
            "lineWidthRange": [ 0.5, 10 ],
            "maxBoundDescriptorSets": 8,
            "maxClipDistances": 8,
            "maxColorAttachments": 8,
            "maxCombinedClipAndCullDistances": 8,
            "maxComputeSharedMemorySize": 49152,
            "maxComputeWorkGroupCount": [<PHONE_NUMBER>, 65535, 65535 ],
            "maxComputeWorkGroupInvocations": 1536,
            "maxComputeWorkGroupSize": [ 1536, 1024, 64 ],
            "maxCullDistances": 8,
            "maxDescriptorSetInputAttachments": 1048576,
            "maxDescriptorSetSampledImages": 1048576,
            "maxDescriptorSetSamplers": 1048576,
            "maxDescriptorSetStorageBuffers": 1048576,
            "maxDescriptorSetStorageBuffersDynamic": 16,
            "maxDescriptorSetStorageImages": 1048576,
            "maxDescriptorSetUniformBuffers": 90,
            "maxDescriptorSetUniformBuffersDynamic": 15,
            "maxDrawIndexedIndexValue":<PHONE_NUMBER>,
            "maxDrawIndirectCount":<PHONE_NUMBER>,
            "maxFragmentCombinedOutputResources": 16,
            "maxFragmentDualSrcAttachments": 1,
            "maxFragmentInputComponents": 128,
            "maxFragmentOutputAttachments": 8,
            "maxFramebufferHeight": 16384,
            "maxFramebufferLayers": 2048,
            "maxFramebufferWidth": 16384,
            "maxGeometryInputComponents": 128,
            "maxGeometryOutputComponents": 128,
            "maxGeometryOutputVertices": 1024,
            "maxGeometryShaderInvocations": 32,
            "maxGeometryTotalOutputComponents": 1024,
            "maxImageArrayLayers": 2048,
            "maxImageDimension1D": 16384,
            "maxImageDimension2D": 16384,
            "maxImageDimension3D": 2048,
            "maxImageDimensionCube": 16384,
            "maxInterpolationOffset": 0.4375,
            "maxMemoryAllocationCount":<PHONE_NUMBER>,
            "maxPerStageDescriptorInputAttachments": 1048576,
            "maxPerStageDescriptorSampledImages": 1048576,
            "maxPerStageDescriptorSamplers": 1048576,
            "maxPerStageDescriptorStorageBuffers": 1048576,
            "maxPerStageDescriptorStorageImages": 1048576,
            "maxPerStageDescriptorUniformBuffers": 15,
            "maxPerStageResources":<PHONE_NUMBER>,
            "maxPushConstantsSize": 256,
            "maxSampleMaskWords": 1,
            "maxSamplerAllocationCount": 4000,
            "maxSamplerAnisotropy": 16,
            "maxSamplerLodBias": 15,
            "maxStorageBufferRange":<PHONE_NUMBER>,
            "maxTessellationControlPerPatchOutputComponents": 120,
            "maxTessellationControlPerVertexInputComponents": 128,
            "maxTessellationControlPerVertexOutputComponents": 128,
            "maxTessellationControlTotalOutputComponents": 4216,
            "maxTessellationEvaluationInputComponents": 128,
            "maxTessellationEvaluationOutputComponents": 128,
            "maxTessellationGenerationLevel": 64,
            "maxTessellationPatchSize": 32,
            "maxTexelBufferElements": 134217728,
            "maxTexelGatherOffset": 31,
            "maxTexelOffset": 7,
            "maxUniformBufferRange": 65536,
            "maxVertexInputAttributeOffset": 2047,
            "maxVertexInputAttributes": 32,
            "maxVertexInputBindingStride": 2048,
            "maxVertexInputBindings": 32,
            "maxVertexOutputComponents": 128,
            "maxViewportDimensions": [ 16384, 16384 ],
            "maxViewports": 16,
            "minInterpolationOffset": -0.5,
            "minMemoryMapAlignment": "0x40",
            "minStorageBufferOffsetAlignment": "0x20",
            "minTexelBufferOffsetAlignment": "0x10",
            "minTexelGatherOffset": -32,
            "minTexelOffset": -8,
            "minUniformBufferOffsetAlignment": "0x100",
            "mipmapPrecisionBits": 8,
            "nonCoherentAtomSize": "0x40",
            "optimalBufferCopyOffsetAlignment": "0x1",
            "optimalBufferCopyRowPitchAlignment": "0x1",
            "pointSizeGranularity": 0.125,
            "pointSizeRange": [ 1, 189.875 ],
            "sampledImageColorSampleCounts": 15,
            "sampledImageDepthSampleCounts": 15,
            "sampledImageIntegerSampleCounts": 15,
            "sampledImageStencilSampleCounts": 15,
            "sparseAddressSpaceSize": "0xffffffffffffffff",
            "standardSampleLocations": 1,
            "storageImageSampleCounts": 15,
            "strictLines": 1,
            "subPixelInterpolationOffsetBits": 4,
            "subPixelPrecisionBits": 8,
            "subTexelPrecisionBits": 8,
            "timestampComputeAndGraphics": 1,
            "timestampPeriod": 1,
            "viewportBoundsRange": [ -32768, 32768 ],
            "viewportSubPixelBits": 8
        },

Correct data posted from WINE prefix:
http://vulkan.gpuinfo.org/compare.php?compare=compare&id[3074]=on&id[3040]=on&id[3035]=on&id[2935]=on

Witcher 3 crashes at startup (Wine 3.6, NVIDIA drivers 396.18.02), Steam Overlay disabled. Other games works OK.
Backtrace:
=>0 0x00007fee81c53f82 in libglx_nvidia.so.0 (+0xadf82) (0x000000000000000c)
  1 0x00007fee81c54932 in libglx_nvidia.so.0 (+0xae931) (0x0000000000000008)
  2 0x00007fee81c5fa5b in libglx_nvidia.so.0 (+0xb9a5a) (0x00007fee81c5df60)
  3 0x00007fee81bf47a8 in libglx_nvidia.so.0 (+0x4e7a7) (0x00007fee818df060)
  4 0x00007ff889b1043a call_init.part+0x59() in ld-linux-x86-64.so.2 (0x0000000000000002)
  5 0x00007ff889b10586 _dl_init+0x75() in ld-linux-x86-64.so.2 (0x0000000000000002)
  6 0x00007ff889b14a5e dl_open_worker+0x38d() in ld-linux-x86-64.so.2 (0x000000000213e170)
  7 0x00007ff8892b6b64 _dl_catch_error+0x83() in libc.so.6 (0x000000000213e370)
  8 0x00007ff889b1427a _dl_open+0xc9() in ld-linux-x86-64.so.2 (0x000000000213e370)
  9 0x00007ff888f24e86 GLIBC_2.3+0xe85() in libdl.so.2 (0x00007ff888f24e30)
  10 0x00007ff8892b6b64 _dl_catch_error+0x83() in libc.so.6 (0x00007ff888f24e30)
  11 0x00007ff888f25587 in libdl.so.2 (+0x1586) (0x00007ff888f24e30)
  12 0x00007ff888f24f22 GLIBC_2.3+0xf21() in libdl.so.2 (0x000000000213ea20)
  13 0x00007ff882994eb0 in libvulkan.so.1 (+0x26eaf) (0x000000000213ea20)
  14 0x00007ff882999138 in libvulkan.so.1 (+0x2b137) (0x000000000213ec24)
  15 0x00007ff88299aebf vkEnumerateInstanceExtensionProperties+0x19e() in libvulkan.so.1 (0x0000000000000002)
  16 0x00007ff8848362f2 in winex11 (+0x362f1) (0x000000000213ed10)
  17 0x00007ff88748faa4 wine_vkEnumerateInstanceExtensionProperties+0x183() in winevulkan (0x000000000213ed10)
  18 0x00007ff8891639b2 vkEnumerateInstanceExtensionProperties+0x81() in vulkan-1 (0x000000000213ee10)
  19 0x000000006f2464ba dxvk::vk::NameSet::addInstanceLayerExtensions+0x39(this=0x213f0e0, vkl=0x24aae40, layer=0x0(nil)) [/home/tomo/Desktop/dxvk/build.w64/../src/dxvk/vulkan/dxvk_vulkan_loader_fn.h:39] in dxgi (0x00000000024aae40)
  20 0x000000006f24681f dxvk::vk::NameSet::enumerateInstanceExtensions+0x4e(vkl=0x24aae40, layers=0x213f330) [/home/tomo/Desktop/dxvk/build.w64/../src/dxvk/vulkan/dxvk_vulkan_extensions.cpp:30] in dxgi (0x00000000024aae40)
  21 0x000000006f22dc3a dxvk::DxvkInstance::getExtensions+0x59(this=0x24a8a60, layers=0x213f330) [/home/tomo/Desktop/dxvk/build.w64/../src/dxvk/dxvk_instance.cpp:97] in dxgi (0x00000000024aae70)
  22 0x000000006f22e7a1 dxvk::DxvkInstance::createInstance+0x30(this=0x24a8a60) [/home/tomo/Desktop/dxvk/build.w64/../src/dxvk/dxvk_instance.cpp:35] in dxgi (0x000000000213f350)
  23 0x000000006f22eaf5 DxvkInstance+0x34(this=0x24a8a60) [/home/tomo/Desktop/dxvk/build.w64/../src/dxvk/dxvk_instance.cpp:7] in dxgi (0x000000000213f8e0)
  24 0x000000006f20635b DxgiFactory+0x4a(this=0x24aade0) [/home/tomo/Desktop/dxvk/build.w64/../src/dxgi/dxgi_factory.cpp:7] in dxgi (0x000000000213f8e0)
  25 0x000000006f2066c1 dxvk::createDxgiFactory+0x60(riid=<internal error>, ppFactory=0x213f7f0) [/home/tomo/Desktop/dxvk/build.w64/../src/dxgi/dxgi_main.cpp:18] in dxgi (0x000000000213f8e0)
  26 0x0000000002a7b678 in gameoverlayrenderer64 (+0x8b677) (0x000000000213f8e0)
  27 0x0000000140006608 in witcher3 (+0x6607) (0x000000000213f8e0)
  28 0x00000001400010e4 in witcher3 (+0x10e3) (0x000000000213f8e0)
  29 0x000000014004436d in witcher3 (+0x4436c) (0x000000000213ffd0)
  30 0x00000001400034bf in witcher3 (+0x34be) (0x000000000213ffd0)
  31 0x000000014000378c in witcher3 (+0x378b) (0x000000000213ffd0)
  32 0x0000000140e7c368 in witcher3 (+0xe7c367) (0x000000000213ffd0)
  33 0x000000007b47c06a in kernel32 (+0x5c069) (0x000000000213ffd0)

Hi @zaps166, does the issue go away if you set this envvar?
$ __GL_CONSTANT_FRAME_RATE_HINT=3

Hi @damienleone, Yes, the game runs properly with __GL_CONSTANT_FRAME_RATE_HINT=3, thanks!
Btw. is it possible to fix two "Allow Flipping" issues with Vulkan applications?

Thanks for confirming.  This issue will be resolved in a later release (not from 396).  You can keep using that envvar in the meantime.  I'll take a look at the flipping issues you mentioned.

I'll take a look at the flipping issues you mentioned.

Ok, thanks!

Card: GTX 750 Ti
Driver: 396.18.02
@pchome - I also have the same witcher 3 issue ... is it fixed with the new beta-driver 396.18.05 ?

@daschaffert
I'm waiting now for gentoo-source update, to update both kernel and driver at once. I'll check in a few hours.

@daschaffert

I also have the same witcher 3 issue ... is it fixed with the new beta-driver 396.18.05 ?

No.
Same for Superposition - black rough shadows.

@pchome Is this something that only happens with NVIDIA GPUs?

@pchome @pdaniell-nv I think there must be some differences between 750Ti and 970 perhaps?
Tested with 396.18.05, and cant say i got any degradation in picture vs. 396.18.02.

970 (390.42->396.18.2) vs 750 Ti (396.18.5) for quick check:
http://vulkan.gpuinfo.org/compare.php?compare=compare&id[2999]=on&id[3035]=on&id[3094]=on&id[2826]=on

A few extensions not present on the 750Ti tho.. But not sure what is relevant.
VK_NV_geometry_shader_passthrough perhaps? VK_EXT_post_depth_coverage?
Dunno. Was it so that you did NOT have the same issues i had with the 390 driver, and with 396.18.02 it got fixed for me (970), and broken for you(750Ti)?

@damienleone @doitsujin Another, third "Flipping" issue (see https://github.com/doitsujin/dxvk/issues/267#issuecomment-384449983): full screen (compositor disabled) DXVK apps freezes after a few seconds when vsync is disabled. Killing freezed app freezes X11 and sometimes even mouse cursor for a fez seconds. Maybe it is related to #269 and #325 ?
Other tested by me (native Linux) Vulkan apps (ROTR, etc.) doesn't freeze without vsync (of course freeze happens on alt+tab).

the Beta 396.18.05 drivers seem to reduce the framerate in Far Cry 5
https://i.imgur.com/NmfoFFZ.jpg
(Apologies for the bad quality screenshot)
With 396.18.02, I would get around 72FPS avg on the Ultra preset

@zaps166 Does this freeze happen in any of the Unigine benchmarks with DXVK?

@zaps166 Yeah I have the alt-tab freeze issue as well, the only way to work around it is to set a virtual desktop with a resolution lower than your native.

@sambow23 I have virtual desktop set to 1920x1080 on my 1080p monitor, and run Unigine benchmarks without this issue so far.. Hmm.. Wine issue?
What version of wine?

with flipping on or off I have it, when running games on wined3d, I dont crash.

@sambow23 Do you have the alt-tab issue when running native OpenGL or Vulkan games/apps?
I am getting slightly less performance with 396.18.05 vs 396.18.02 in Unigine Valley w/DXVK, but it is so slight that i would not immediately say its a driver issue. I still have lower performance with 32bit depth buffers, and earn 4-5 fps by switching to 24bit. (84.1 -> 88.5 fps)

@SveSop It seems to happen only with DXVK (idk about native vulkan games), but OpenGL is fine.

@jeffbolznv is the NaN issue something that I can fix in the DXBC->SPIR-V translation?

There's nothing wrong with how the shader code is being translated, the issue is there in the original bytecode.
Let me get back to you in a couple days with a more concrete plan.

The fix for the shader compiler bug with tessellation control shaders is now available with the 396.18.07 driver that can be found here: https://developer.nvidia.com/vulkan-driver.

Card: GTX 750 Ti
Driver: 396.18.07
The Witcher 3: fixed
Superposition: not fixed, even not start w/o validation layers enabled, but produce no errors to vulkanlog.txt (not sure it's not setup problem though)
GeeXLab: vulkan shadertoy demo (01): this one not related to DXVK but produces those "NaN"s (or so), shader sources and script(scene file) are in GeeXLab_FREE_win64/demos/vk/shadertoy. Tested from WINE. BTW with 396.24 this glitches happens rarely or "dots" are smaller.
http://www.geeks3d.com/geexlab/downloads/

With the 396.18.07 driver sun and shadows in GTA V look normal and the performance is fine. Awesome!

We just released a new Linux driver 396.18.08 which has a fix for the alt-tab issue that was mentioned several times in this issue. The new driver can be found here: https://developer.nvidia.com/vulkan-driver

@pdaniell-nv Thanks! Now works much better, but some issues still exist.
Vulkan test results (Flipping ON, 396.18.08):

ROTR (native Linux app): Stable, Alt-Tab works OK
Vulkan examples (native Linux app): Freezes immediately on Alt-Tab with entire X11 session (only SysRq or SSH can kill application),
One of UE4 app (native Linux app): App crash after Alt-Tab when returning to game,
Witcher 3 (DXVK): Can freeze when Flipping ON, VSync OFF, and in-game frame limiter OFF, Alt-Tab works OK
Tomb Raider 2013 (DXVK): Freeze when Flipping On, VSync OFF, Alt-Tab works OK
SAO Fatal Bullet (DXVK): Almost stable, Alt-Tab works OK, but Alt-Enter (toggle from/to full screen) freezes app when window has the same size as screen (happens to me at 1920x1080 only when Flipping is ON).
Unigine Valley (DXVK): Freeze when Flipping On, VSync OFF, Alt-Tab works OK

When "Allow Flipping" is enabled and frame rate is below monitor refresh rate (e.g. 60 Hz), game stucks with 30 FPS. Maybe:

Option "TripleBuffer" "1" in xorg.conf is ignored for Vulkan apps?
swapchain "presentMode" is ignored?

When "Allow Flipping" is disabled, none of above issues happens.

When Vulkan application is freezed and X11 still works, killing the not-responding Vulkan app freezes X11 for a few seconds (also mouse cursor is sometimes freezed).

Thanks!

I have NVidia GTX 770 and tested GTA 5 with drivers 396.18 and then with 396.24. Very low FPS, average is ~15 FPS (see the screenshot). When the game loads, FPS is ~60, but when the character appears, FPS drops to 15. I use __GL_NextGenCompiler=0. Is possible to make FPS higher or I have old videocard (however it runs GTA perfectly in Windows)?

@damienleone

The swapchain's present mode should be honored

Sorry, my mistake, looks like minImageCount is ignored (driver reports that we can use up to 8 image count). presentMode works properly.
Let's assume that I have 60 Hz refresh rate and game has ~50 FPS:

Full screen, VSync ON, minImageCount == 2:

fllipping ON: 30 FPS,
fllipping OFF: ~50 FPS (tearing visible),

Full screen, VSync ON, minImageCount == 3:

fllipping ON: 30 FPS,
fllipping OFF: ~50 FPS (tearing visible),

IIRC on Windows minImageCount works properly (tested a long time ago, I must check results later):

Full screen, VSync ON, minImageCount == 2:

30 FPS,

Full screen, VSync ON, minImageCount == 3:

~50 FPS,

What desktop environment are you using and do you have X's composite extension enabled?

X composite extension - extension is enabled, but no X11 compositor is running.
I use Xfwm4 or Openbox WMs.

In the native apps you tested, are you sure they properly respond to VK_ERROR_OUT_OF_DATE_KHR?

I don't know / I must check the code, maybe now there is a problem in application.

For Tomb Raider 2013 and others, are you saying that just enabling flipping with vsync off causes an immediate freeze or do you have to do something in game to trigger it?

Unigine Valley (DXVK) as example:

Start full screen with VSync OFF and Flipping ON - freeze after loading, before scene is visible.
Start full screen with VSync OFF and Flipping OFF - works stable. Now enable VSync in app settings, Alt-Tab, enable Flipping, Atl-Tab - still works stable. Now disable VSync in app settings - after apply benchmark runs for 1 - 2 seconds and then freeze.

@rinaldus
You can try GTA 5 on Windows using DXVK for curiosity. I also have lower performance on Linux with some apps (native and DXVK comparing to Windows).

In the native apps you tested, are you sure they properly respond to VK_ERROR_OUT_OF_DATE_KHR?

I've made a patch for Vulkan examples: https://github.com/SaschaWillems/Vulkan/pull/480/files, so it is not a driver bug :)

SAO Fatal Bullet (DXVK) - this is UE4 game; freeze with Alt-Enter can be reproduced also on other UE4 software (doesn't happen when Flipping OFF), but I don't know what game is really doing in this case (I can't see anything valuable in DXVK logs). Freeze happens only when window mode has the same size as full screen (kwin5, openbox, xfwm4; compositor off).

@zaps166
It seems like there is a little bit of confusion on minImageCount.  minImageCount = 3 is not equivalent to the "triple buffering" technique.  The only way to control tearing in Vulkan is by the selection of the present mode.  The size of the swapchain is independent of the present mode.
Our Windows driver exposes the mailbox present mode, which would explain the behavior you described.  Our Linux driver does not expose mailbox mode at the moment, therefore with vsync ON it should default to immediate mode, which will queue each rendered frame for present.
I am still looking into the other issues you reported.

We just released a new driver here: https://developer.nvidia.com/vulkan-driver. Windows 397.76 and Linux 396.18.11. On Windows the rough shadows with Superposition should be fixed. With Linux we weren't actually able to reproduce the issue with Superposition. Let us know if you still see a problem there. Thanks.

@pdaniell-nv quick question, does the Nvidia Vulkan driver implement VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT to reduce compile times, or do you plan to support it?
It's being implemented in RADV [1], and I'm using it in the disable-opt-bit branch in an attempt to reduce the stuttering caused by pipeline compilation. Optimized versions of the pipelines are compiled asynchronously and are swapped in when ready.
[1] https://patchwork.freedesktop.org/patch/221407/

@doitsujin We don't make use of that bit currently, but what you propose is an interesting idea. I'm not sure how much difference it could make for us. I'll discuss this internally.

Switched today from 396.24 to 396.18.11 and Unigine Heaven/Superposition/Valley crash at launch now with wine-staging 3.6 + dxvk 0.50. Native Unigine benchmarks runs without errors. Lady bug demo and Deus Ex HR works fine with this driver version.

@Yar4e
Does the crash go away if you set the below envvar?
$ __GL_CONSTANT_FRAME_RATE_HINT=3

@damienleone
Thank you very much for the hint! Setting this envvar solved crash in all Unigine benchmarks! Can you please give us some information about mining of this var.? Google know nothing about it :)

@Yar4e I only found this with google - http://blog.rolisteam.org/wp-content/uploads/2014/02/classAd.txt

@Yar4e
Thanks for confirming.
This disables an optimization that is unrelated to Vulkan and that can intermittently crash applications during startup, as you have seen.
I'm working on a fix that will address this issue without needing to export the envvar.

@doitsujin
Just switched to dxvk-0.51, I'm noticing some regressions:

Tomb Raider now has horizontal and vertical black bars on my 1920x1200 display instead of being fullscreen.  It looks like I can pan the window by moving the mouse cursor to the edges of the black bars.
Unigine Superposition benchmark no longer starts and shows the following X error:
X Error of failed request:  BadWindow (invalid Window parameter) Major opcode of failed request:  10 (X_UnmapWindow) Resource id in failed request:  0x3800003 Serial number of failed request:  64 Current serial number in output stream:  69

@doitsujin a quick update on VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT. We measured how disabling optimization might affect compilation speed with our current compiler. It would affect speed slightly, but not in any meaningful way at this point so we don't plan to hook this up in the foreseeable future.

@pdaniell-nv can we get a vulkan beta driver which works with xorg 1.20 (landed in arch the last week). You guys already have a report over here -> https://devtalk.nvidia.com/default/topic/1035376/vulkan-396-18-08-396-18-11-fail-load-glx-extension-on-xorg-1-20
interesting fact. 396.24 isn't affected and works.
Currently even i would like to test some stuff i can't with the new beta driver.

@Glog78, yes, we'll try to get something out soon to support this. Hopefully within a week or so.

@pdaniell-nv thank you very much for this information.

@Glog78 We just released a new 396.24.02 driver at https://developer.nvidia.com/vulkan-driver, which should have the support you need.
@Yar4e This driver should also have a fix for the startup crash you sometimes see.

Not sure if 396.24.02 includes fixes found in 18.11, but it works under xorg 1.20 which is good.

@pdaniell-nv Thank you for being so active in this thread. I wouid really appreciate if you could be so kind as to look into the isssue I've reported here.
In short, it seems like the "allow flipping" toggle in nvidia-settings doesn't quite work correctly when running a game using multiple monitors + dxvk.
I'm not 100% sure that this is a general vulkan driver issue as I've been unable to reproduce it outside of dxvk thus far, but I'm hoping it might be worthwhile to bring to your attention anyway.
Thanks! P.S. these new driver versions you guys have been putting out have been working great for me besides this :smile:

@pdaniell-nv Emulate DX shader behavior when necessary
is this a dxvk workaround in the driver?

@Eignar17 yes, it’s so we can behave like DX does when needed, even though it’s a deviation from the Vulkan spec. This is what we used for Superposition.

Card: GTX 750 Ti
Driver: 396.24.02
WINE: staging-3.8
DXVK: 0.52

Superposition is OK in fresh WINE prefix with only configuration is DXVK dll overrides.
But still have the bug when launched in old prefix. I can't suppose what exactly causes those glitches. Anyway, looks like it's setup problem.

Can anyone confirm there is performance drop with 396.24.02 (vs 396.18.11)?
I have noticed this when running Superposition but fps too small to say. Now with d3d11-triangle.exe (old variant) I have 700+ fps, while a few days ago there was 950-1020 fps.

@pdaniell-nv thanx for the fast help :)

@pchome
Are these applications that are running fullscreen?  Which window manager do you use?

@damienleone
Both running in WINE, superposition.exe in virtual 1920x1080 desktop and d3d11-triangle.exe creates it's own 1024x600 window.
KDE Plasma: 5.12.5
KDE Framework: 5.46.0
xorg-server: 1.19.5
Disabling composition (Shift+Alt+F12) previously gave some gain (those numbers: on=950+ and off=1000+ for triangle test), but have no noticeable effect now.
_I believe I'm using pre-April d3d11-triangle test, it's contains no mode switching and simply show triangles and fps (via DXVK_HUD=1 env var) after start:
https://github.com/doitsujin/dxvk/commits/master/tests/d3d11/test_d3d11_triangle.cpp_

I have these set in my /etc/environment file which helps prevent kwin from crashing allot. In Lutris I have YIELD set to nothing however, was a suggestion somewhere but I think it doesn't do much.
export __GL_YIELD="USLEEP"
export KWIN_TRIPLE_BUFFER=0
export KWIN_USE_BUFFER_AGE=0
Without these, kwin will crash and freeze allot with NVIDIA hardware!

@jarrard
kwin never crashed for me.
export __GL_YIELD="USLEEP"
export __GL_THREADED_OPTIMIZATIONS=1

can reduce CPU usage and help some native vulkan(?) games a bit (when CPU is bottleneck), but in WINE with enabled CSMT you'll get fps drop.
DXVK_SHADER_OPTIMIZE=1 and DXVK_SPIRV_OPT=ON do not exist.

Yes I noticed its working in more games now with 396.24.02

@pingubot it's marginally faster in terms of compilation speed and at beta driver release day it broke half of my games that run vulkan. That said, cudos to nvidia devs working hard on promptly fixing these issues here.

@jarrard DXVK_FAKE_DX10_SUPPORT=1 does nothing for performance, cos it is to "trick" those semi-dx11 apps (like World of Warcraft) that call upon the existance of DX10 to work - It is "faking" dx10 support.

@SveSop

@pchome It's kind of sad that disabling "NextGenCompiler" is "heavily recommended"... cos the point of having something called "NextGen" would be to be somewhat better? :)

?
My test configuration as simple as:
#!/bin/sh

mkdir -p /tmp/dxvk-test

export WINEPREFIX=/tmp/dxvk-test
export WINEDLLOVERRIDES="d3dcompiler_47,d3d11,dxgi=n"

export DXVK_HUD=1

wine d3d11-triangle.exe

The test's directory contains:
d3d11.dll
d3d11-triangle.exe
d3dcompiler_47.dll
dxgi.dll
test.sh

That's all, pretty same for Superposition, nothing was additionally enabled/disabled.
Someone really need to delete those off-topic messages about env vars.

@SveSop nobody is recommending to disable the new compiler, quite on the contrary. I think @pingubot 's post was just badly worded.
I will remove the workarounds for the old shader compiler in a future version of DXVK, so the old compiler will probably stop working entirely at that point.

@pchome @doitsujin Heh.. i see that i misunderstood the meaning of the sentence :) Sorry.

@pdaniell-nv @jeffbolznv
May we have some feedback about the host visible device-local memory type request above?

It's unlikely we're going to add such a memory type. Even in the D3D driver I think it is common for these to end up in sysmem. If there are specific perf issues we could look at, maybe there's something we could do to improve it.

@jeffbolznv
Thank you for your response.
It's really only 1 game (Grim Dawn) that is heavily affected by this. It creates a few D3D11_USAGE_DYNAMIC vertex buffers that it only initializes on creation and doesn't map it ever. Since we create this resources in system memory we have a huge PCIE bus load (50%) when the game actually uses those buffers at draw time compared to native D3D(2%).
I'm not sure if D3D moves memory around in to device local memory when dynamic buffers aren't mapped or if it actually uses a host visible device-local memory type.
According to @doitsujin, we have seen an increase in performance in many  other games since he started putting dynamic resources on host visible device-local memory on AMD cards.

@pdaniell-nv
I have found a new bug in the next gen shader compiler related to DXVK and Ni No Kuni 2.
I had to use DXVK 0.52 to get the old shader compiler working.
Apitrace:
https://drive.google.com/file/d/1J_X0v6NzasesuD1l5jhGqsAXBO-vECi8/view (@sambow23's trace)
With the new shader compiler:

Without:

@jeffbolznv
Another compiler bug: This trace will hang and result in VK_ERROR_DEVICE_LOST errors. There are no validation errors preceding the VK_ error, so @doitsujin doesn't know what's wrong either.
https://drive.google.com/file/d/1JjKtJu0z2fNbF6UXW8NXMlXHK8b25DeP/view?usp=sharing
The old shader compiler (+ DXVK legacy branch) works for the most part (except a few failing shaders) and spirv-val doesn't detect anything as well.
RADV renders & works correctly.

Thanks for looking into that.
I can try and respect the number of components declared for each input and output register, but we might end up violating Vulkan's shader interface matching rules if a game mixes shaders with incompatible input/output signatures. In theory this is undefined behaviour in D3D11 as well, but so far, relying on applications to do the right thing has always led to disappointment.

The dxbc-inout-components branch should fix this particular issue. The number of output components is now 42 per vertex since o10 is still treated as an output, and I'm not sure if it's safe to just eliminate it. Please let me know if there are issues.

@jeffbolznv
We are having a GPU hang issue in DXVK with Dirt 2 which we are unable to identify what is actually causing the problem. The problem started with commit 84a62f where we implemented a function for mip map generation. The vulkan debug layers aren't outputting anything useful for this. Also, this code  works fine on AMD cards and we are unsure if this is a driver bug. Could you guys please take a look at this when you can?
apitrace of the issue:
dirt2.trace
Tested with:
Driver: 396.24.02(Linux) and 397.96(Windows 10)
GPU: GTX 1080
NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception: ESR 0x500420=0x80000010 0x500434=0x20 0x500438=0x2000c00 0x50043c=0x0
NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception on GPC 1: WIDTH CT Violation. Coordinates: (0x28, 0x0)
NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception: ESR 0x508420=0x80000010 0x508434=0x28 0x508438=0x2000c00 0x50843c=0x0
NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception on GPC 2: WIDTH CT Violation. Coordinates: (0x30, 0x0)
NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception: ESR 0x510420=0x80000010 0x510434=0x30 0x510438=0x2000c00 0x51043c=0x0
NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception on GPC 3: WIDTH CT Violation. Coordinates: (0x38, 0x0)
NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception: ESR 0x518420=0x80000010 0x518434=0x38 0x518438=0x2000c00 0x51843c=0x0
NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception: ChID 001e, Class 0000c197, Offset 00001614, Data 00000000```

Yes, this is a driver bug, I will fix it.

@jeffbolznv @pdaniell-nv @damienleone I know this isn't related to dxvk, but can you please take a look at this issue in recent nvidia drivers?
https://devtalk.nvidia.com/default/topic/1032120/rust-video-game-crashes-with-396-18-drivers/
https://www.reddit.com/r/playrust/comments/8kbkqn/problems_with_nvidiadrivers_v39624/

@jeffbezolnv @pdaniell-nv @damienleone
Also this.
https://devtalk.nvidia.com/default/topic/1036275/linux/unreal-engine-4-games-showing-white-screen-with-396-24-02-drivers/
Devs at Nvidia Devtalk seems uninterested.

Does 396.45 contain the vulkan patches? Is it tesselation ready?

@pingubot
I wonder is this is the same regression I mentioned before https://github.com/doitsujin/dxvk/issues/267#issuecomment-392095114
Can you test 396.18.11 drivers?
Since those days DXVK have some improvements and numbers changed for me to 820/870(composition off) fps (recent drivers) vs ~1100-1200 fps (last time I checked 396.18.11), but still ~30% lost.
Also, as I said before, I'm using an old d3d11-triangle test w/o mode changes and it runs with constant 98% GPU load. Launching it with wine d3d11-triangle.exe.old which display 1024x600 window (Buffer size: from log) , while wine d3d11-triangle.exe displays 632x453 window (noticed this too late and maybe mislead those trying to reproduce).

The fix that @jeffbolznv mentioned here https://github.com/doitsujin/dxvk/issues/267#issuecomment-403679551 is available in both the 396.51 (http://www.nvidia.com/object/unix.html) and 396.51.02 (https://developer.nvidia.com/vulkan-driver) drivers.

Sadly the performance in the gpu limit on Nvidia partly is not what we would expect . This is especially true for Shadow Warrior 2 (~70% of native performance, on AMD doitsujin gets ~ 90%).

Somebody has looked at this app a little bit internally, and the initial triage is that there may be some kind of CPU-GPU sync in dxvk or in the app. I don't know how high our confidence is in this. But we did look at shader dumps and nothing looked really wrong there.

@jeffbolznv
Thanks for the bug fixes.
Since a couple months ago we've  been having an issue with a broken quad rendering in Battlefield 1. The renderdoc trace of it didn't show any issues that we could see and also no vulkan debug layer errors.
This renders fine on AMD cards.

Apitrace: trace
Tested with:
Driver: 398.91 (Windows). Should also happen on Linux drivers.
GPU: GTX 1080

Hi @ZeroFault,
You said "Since a couple months ago...", do you know if this ever worked? Did it regress with a driver change or a dxvk change?
I've reproduced the corruption but don't have any leads on the cause yet.

@jeffbolznv
It's been happening ever since we got Battlefield 1 running on DXVK. So, this has never worked before.

The Battlefield1 corruption is indeed an NVIDIA bug. We'll try to get a fix out soon.

@Tk-Glitch what driver are you seeing this with? Have you tried any others?

Yes, please attach a trace. Thanks!

@pdaniell-nv That was with 396.51.02. I will try with other drivers and attach a trace.

@pdaniell-nv , @jeffbolznv I've added a trace to my post above. I've tried 396.51 and 396.45 and got the same results as my previous tests with 396.51.02.

When I run the Crysis.trace, about 30 seconds in I get a crash compiling a SPIR-V shader that is invalid. There appears to be a missing OpFunctionEnd at the end of the ps_main function:
               OpStore %o0 %368
               OpReturn
        %369 = OpLabel
               OpBranch %72
         %72 = OpLabel
       %main = OpFunction %void None %13

The shader is:
          %3 = OpString "PS_287aa49c4ebac9355d7c927be4ed13bff75f7214"

spirv-val reports: "error: 447: Cannot declare a function in a function body".
cc @doitsujin
No idea if this is related to the corruption...

That's a tough one, since the shader doesn't have a ret instruction at the end of the function. Looks like I'll have to rewrite the part where function instructions are generated.

@jeffbolznv
Nvidia 396.51 has that bug on Assasins Creed 1 ( DX 10 ) happens across various card.
My GTX 1050
Rotscha's GTX 680

Doitsujin said that is working correctly on RADV , so seems like an Nvidia specific issue.
Also some writings in Animus device are looking cut-off sometimes. Top left side of Animus view , time counter.

I'll have to say I didn't do much debugging and validation on the DX10 titles so far (and right now I don't have access to my main development rig), so these may very well be my bugs. The Crysis one was a bit unexpected though.

@Leopard1907

Similar issue , only screen cut from half end horizontally , not vertical.

For me it looks like one (transparent) window over another one, but shrunk.
Similar things my compositor (kwin) can do with wine virtual desktop windows, they are shrinking horizontally on game launch and I have to resize them back. Meanwhile content (Buffer size:  1920x1080) is unchanged while I dragging bottom-right corner.
Usually 1920x1080, not sure about other resolutions.
So it can be some kind of dxgi bug. In my case I blame compositor, and I'm don't really bothering about that. But I can be wrong.

If somebody can generate a trace for the Assassin's Creed corruption, I can take a look at it. It would at least be easy for me to verify if it is related to the Battlefield1 corruption.

@pchome
Virtual desktop is off on my prefix.
I'm playing games on fullscreen ( not borderless ) , my DE is Cinnamon but i don't know about my compositor really. Just basic Linux Mint 18.3 installation.

@jeffbolznv Sure, i'm trying to get one but seems like i can't.
I downloaded apitrace.dll's and put them in the game folder. Like said here.
https://github.com/doitsujin/dxvk/wiki/Common-issues
But x64 one gives no apitrace , x86 one on the other hand crashes the game at start but generates an apitrace file.
What should i do?

I've never used this tool to capture so don't have any advice. But it sounds like lots of folks on here have, so somebody should have some suggestions.

@Rotscha
Maybe he can help.

@pchome
So i shouldn't try Pierre Loup's automated one? Because i disabled all DXVK related dll's but that method still cannot produce apitrace.
Downloading apitrace-msvc-latest now.

@jeffbolznv The incorrect shader in Crysis 1 is fixed as of 01cc49555aac01607b31e71f9a3fa5b45460b043, but this reportedly doesn't fix the corruption. It looks like Z-fighting, so there might be some inaccurate math operation somewhere. I'll check the shaders at some point.

Thanks, I will also take another look as soon as I can.

I did some quick experiments and this does look like it's probably a zfighting issue. I found some old internal bug reports that suggested that Crysis has zfighting problems, so this is probably an app issue. I don't think I'll be able to spend more time on this in the near future.

@jeffbolznv
There is a freeze and device lost error that I am getting  in Unigine Valley benchmark on Windows with DXVK. This freeze is hard to reproduce on other systems since DXVK's flushing heuristic  is partly based on time and the issue seems to be dependent on what was in  the vulkan command buffer on submission.
I was able to record a  vulkan trace using vktrace (from the Vulkan SDK) that will hopefully show the issue using vkreplay.
Vulkan debug layers didn't display anything useful  when the freeze occurred with the benchmark itself. However,  the debug layers showed this when replaying the vktrace
Validation(ERROR): msg_code: -1:  [ VUID_Undefined ]  [ VUID_Undefined ] Object: 0x30142b78 (Type = 17) | Invalid PipelineLayout Object 0x30142b78.
VUID_Undefined(ERROR / SPEC): msgNum: -1 - Invalid PipelineLayout Object 0x30144680

valley.vktrace
Tested with:
Driver: 398.91
GPU: GTX 1080
OS: Windows 10
vktrace (32 bit) from Vulkan SDK <IP_ADDRESS>

@ZeroFault, I was able to repro the device_lost with the trace. The symptoms look like the app is overwriting command buffer memory before it has finished executing. I noticed that the error happens right around the same time the app starts calling vkDestroyCommandPool, and if I put a vkDeviceWaitIdle right before vkDestroyCommandPool then the error goes away.
So I think this should be debugged from the dxvk side.

I don't really see how that can possibly happen in DXVK because all command buffers go through this code, which keeps the command buffer alive until a fence associated with it gets signaled.

Hmm, I wonder if this was an artifact of the vktrace being captured on a system where the error occurred. vkreplay prints warnings that it expects device_lost because that's what it got during capture. If some vk command returned device_lost during capture, it might cause the command buffer to be freed before it was actually finished executing.
@ZeroFault can you try to capture the failure with apitrace? I can also try to run Valley natively (since it is free/easy to install).

@jeffbolznv
I'm not sure if an apitrace will be able to reproduce the issue. I've already tried to record one in the place where it freezes running the benchmark normally, but wasn't able to get it to freeze. It may be best to try the benchmark natively with DXVK.
I run these settings that reliably reproduce the issue  ( on my system)
Resolution: 1920 x 1080 windowed mode
Quality:  Ultra
Antialiasing: x8
Stereo 3D: disabled

I've been unable to reproduce the issue running Valley natively on Windows through dxvk.

Yeah, it seems to be difficult reproduce on different systems. I only know of one other who was able to reproduce it on Windows. I guess I will just have to keep looking to see what is causing it.

@ZeroFault we just released a new beta driver 396.54.02 that should resolve the issue you reported in https://github.com/doitsujin/dxvk/issues/267#issuecomment-411231670.

Hi @pdaniell-nv
Can you also look at that issue too?
https://github.com/doitsujin/dxvk/issues/267#issuecomment-414086512
It easily reproducable on 396.54 driver however i couldn't get an apitrace.
It happens on main menu.

@Leopard1907 it's possible 396.54.02 fixes that issue too. Would you mind checking? Thanks.

@pdaniell-nv Sure , if that appears on that ppa anytime soon i will check.
https://launchpad.net/~graphics-drivers/+archive/ubuntu/ppa

@pdaniell-nv
Yes, the new driver fixes the BF1 corruption issue for me. Thank you all for your hard work fixing these issues!

New nvidia driver released
396.54.05
https://developer.nvidia.com/vulkan-driver
September 10th, 2018 - Windows 399.28, Linux 396.54.05
New Extensions:
VK_KHR_vulkan_memory_model
VK_EXT_inline_uniform_block

Note that the 396.54.05 driver has nothing else beyond 396.54.02 except those two new extensions: VK_KHR_vulkan_memory_model and VK_EXT_inline_uniform_block. We are still investigating the "z-fighting" issue and hope to deliver a solution soon.

@pchome

d3d11-triangle.exe

ok, now it's 2x higher ... , for both DXVK 0.71 and git versions :confused:
~2400/2600 fps
for git version and original (not modified) d3d11-triangle.exe test:
~3000/3500 fps (due to smaller window)
using dxvk.conf:dxgi.syncInterval = 0
prev values (~700-800 fps) reachable only when window maximized (Alt+F3, Maximize)
info:  DxgiVkPresenter: Recreating swap chain:
  Format:       VK_FORMAT_B8G8R8A8_SRGB
  Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
  Buffer size:  2560x1065

Nice.

Looks like Shadow of the Tomb Raider with DXVK 0.72 might be running into similar issues as Prey and Crysis 1. I'm having issues getting any of my usual set of debugging tools to work with that game because it's so big.

We have a fix for the z-fighting issue and it will be included in the next Vulkan beta driver release, which should be next week.

@doitsujin @pdaniell-nv Is there any reason why Nvidia could not implement a vendor Vulkan extension to allow DXVK pass through the DXBC shaders to the Nvidia driver so that it could run it through the same driver compiler that it uses on Windows to assist in comparisons?

We have posted a new 396.54.06 driver to https://developer.nvidia.com/vulkan-driver which should resolve the "z-fighting" corruption issues reported on this issue.

Please note that I was only actually able to verify the fix with the Crysis1 trace. I couldn't get Prey to run through DXVK, and the Shadow of the Tomb Raider report came after the change was done. So it would be helpful if somebody can verify the fix for those.

Prey is fixed thanks!

Crysis is indeed fixed. From others feedback, Tomb Raider doesn't seem to be.

@pdaniell-nv
Great job!
Did a quick benchie, and for comparison this is what i came up with with Unigine Valley
(Using wine-staging-3.16)
DXVK 0.72 + nVidia 396.54.06
Fps: 101.3
Score: 4239
Min: 47.9
Max: 190.2

DXVK 0.72 + nVidia 396.54.02
Fps: 94.4
Score: 3950
Min: 46.4
Max: 172.2

That is a nice increase, so i guess there was some z-fighting issues in Unigine Valley even if it did not create any graphical corruptions?
"Free fps" is always nice! :)

@SveSop The performance improvements were already made in 396.54.05, unrelated to this release.
@jeffbolznv Thanks, unfortunately it appears that the new Tomb Raider game still has issues.
It also appears that adding an invariance decoration to all shader outputs does not fix that particular problem, so I'm starting to wonder what it is, and if this is something I can/should fix in DXVK.

@doitsujin
I did not test 396.54.05 due to :

Note that the 396.54.05 driver has nothing else beyond 396.54.02 except those two new extensions: VK_KHR_vulkan_memory_model and VK_EXT_inline_uniform_block.

Will learn to test even the slightest "no change" driver-update from now on then!

There is still possibility to freeze a game when togging full screen / windowed mode if flipping is enabled; reproducible on Xfwm4, Openbox, i3, Marco WMs. Games having the problem:

UE4 games like SAO FB,
ROTR (DXVK (non-native); when switching exclusive<->non exclusive full screen),
Witcher 3,
possibly much more...

Driver: 410.57 (also 396.54)
GPU: GTX 1080
Steps to reproduce (Witcher 3 as example):

set screen size to e.g. 3840x2160,
run the game in 3840x2160,
change between full screen and windowed mode (keep 3840x2160),
freeze (I need to kill the game process before X11 freeze).

Did you try 396.54.06? I suspect that it has changes absent from 410.57 due to the Vulkan extensions in it being missing from the change log for 410.57.

The same problem also happens on 396.54.06.

There is graphical corruption (skull looks like a black ball) and a few missing models (invisible player hands, invisible giant outside the window and invisible suit of armor) in Waltz of the Wizard. My HMD broke, so it will be difficult for me to probe more deeply until I get my HMD fixed.
@jeffbolznv @pdaniell-nv @damienleone Would any of you be willing to use this issue as an opportunity to document how to do proper triage on VR titles so that users know how to determine when an issue report should be sent to you and how to file useful reports for you?
Also, Nvidia VR Funhouse is broken (as a "it won't launch" sort of thing). It might also be useful for documenting how to triage issues. It won't bother me if you were to poke the right people at Nvidia to do a proper native port though. ;)

There is a specific example of a pattern that caused problems for the Intel SPIR-V compiler here:
https://github.com/doitsujin/dxvk/issues/514
http://jason-blog.jlekstrand.net/2018/09/optimizing-dxvk-apps.html
https://lists.freedesktop.org/archives/mesa-dev/2018-July/201137.html
Someone at Nvidia might want to check if there is an opportunity to do a similar optimization in the Nvidia SPIR-V compiler.

@Leopard1907 it's possible 396.54.02 fixes that issue too. Would you mind checking? Thanks.

A late reply but seems like that issue is gone , 396.54.05 driver.

I am currently running WoW BFA with wine 3.17 dxvk 80 and nvidia 410.57.  No issues and seems FPS is a little higher as well.

@SteveEbey73742 How do you find that driver? If i go to https://www.nvidia.com/object/unix.html, its not there, and if i go to the https://www.nvidia.com/Download/driverResults.aspx/137276/en-us and search for "Linux64" its not listed...
Yet, https://www.nvidia.com/download/driverResults.aspx/138279/en-us There it is hehe
(And the "latest vulkan beta" link above, does not have it either).
I am probably not looking at the right spot.. I found it, cos i had the version of it, but well..

@xpander69 Ah..  :) Kinda think nVidia should fix that since the driver is compatible...
Thx tho :)

Here is the download link for the  nvidia drivers. Scroll to bottom of page, is a long list of all the drivers ever released.
Here is the dev link for what is considered latest.
Hope this helps.

@SteveEbey73742
Been doing some testing, although not really able to do stable benchmarks in wow within the margin of error i guess.
Tested Unigine Valley and Heaven:
nVidia 410.57
Valley:  100.7 (4214) 45.0/191.5
Heaven:   95.4 (2404) 33.7/181.0

nVidia 396.54.06
Valley:  101.4 (4244) 45.9/195.0
Heaven:   96.2 (2423) 33.8/183.3

Nothing insane.. but still a slight regression with the latest 410 beta.

@SveSop How do you read those results? Is it: avg-fps (frame-count) min-fps max-fps?
Then I see an improvement because it seams to provide more consistent frame-times: Both min and max have improved but avg was lowered which should mean a lowered std-deviation.

@kakra It has been benchmarked by other people already, on multiple games. 410.57 was consistently slower. Also, the min framerates on Heaven/Valley can't be relied on at all.

@SveSop 410.57 is not a Vulkan beta driver. The latest Vulkan beta driver is still 396.54.06. 410.57 hasn't regressed because in terms of Vulkan support, it is actually older, despite the larger version number suggesting otherwise.

@kakra No way to do a reliable comparison of frame-dips/min/max vs. cpu usage that i know of. Some sort of profiling software perhaps? Have no clue...
Its: Avg fps (Score) min/max.
How the score is calculated i dunno.. Cos Heaven is a longer-lasting test than valley although the fps is a bit lower, the scores are almost half :)

Release Updates
October 14th, 2018 - Windows 399.41, Linux 396.54.09
New Extensions:
VK_EXT_external_memory_host (Windows only)
VK_EXT_transform_feedback

Does 396.54.09 fixes the black spots in Shadow of the Tomb Raider as shown here https://github.com/ValveSoftware/Proton/issues/1417#issuecomment-422817445 ?

@pedrofleck As far as I know, the Vulkan beta driver improvements have not been merged into that branch by Nvidia.

For Gentoo users, I've made an overlay for obtaining the correct driver:
https://github.com/kakra/nvidia-vulkan

I thought __GL_NextGenCompiler=1 was the default for newer drivers? In that "if-not-otherwise-specified-it-will-use"?

I thought __GL_NextGenCompiler=1 was the default for newer drivers? In that "if-not-otherwise-specified-it-will-use"?

Correct

I thought __GL_NextGenCompiler=1 was the default for newer drivers? In that "if-not-otherwise-specified-it-will-use"?

Indeed, my bad.

Nvidia Drivers 410.73 Released
https://www.nvidia.com/download/driverResults.aspx/139110/en-us
Added support for the following GPUs:
Quadro RTX 6000
Quadro RTX 5000
Added a USB-C display connector type identifier, such that a display connected using Turing's USB-C connector will be named, e.g., "USB-C-0" rather than "DP-5".
Scripts and configuration files that use the DP identifier for this connector will be affected.
Fixed a bug that caused vkGetPhysicalDeviceDisplayPropertiesKHR() to occasionally return incorrect values for physicalResolution.
Added the synchronization state for PRIME Displays to nvidia-settings.

@pdaniell-nv
There seems to be an issue with Overwatch, DXVK and Nvidia causing a wallhack effect: (related bug report: #738)
https://streamable.com/l75oz
As I am unable to record a trace via apitrace, I had to resort to a renderdoc capture (recorded on a GTX 970)
https://mega.nz/#!O6RW0ShR!IiPHjjdm2J2D3WKRFUsW8aPlYThTSvkpZDR1Rdp7zJo
AMD users said that they haven't seen a bug like this, so it may be a bug in the Nvidia driver. Can you take a look at it?

You sure? I just tested 410.73 and it happened there as well.

Similar effects can also be seen in The Witcher 3, it looks like you see outlines of lakes and water from inside of caves.

@kakra can you make a screenshot of that + an apitrace?

@kakra you need to put the x64 dlls from here https://www.dropbox.com/sh/o769ius47wpu3pw/AABYFKQFFNsCsosXhl7_HReDa?dl=0
into the same directory as game's executable, disable DXVK, and add overrides in winecfg for d3d11, dxgi and dxgitrace set to native, builtin. Then launch a game and go to that problematic location. Try to do it quickly, the .trace will that will be generated after you do that and exit the game may get huge (several gigabytes) as it grows bigger the more time you spend in game.

@kakra also, is there a specific spot where it happens?

Also, what are your video settings?

@tannisroot Yes, the spot is the first Elven cave you visit with Keira, near the exit. The exit points right onto a nice lake view to Fyke Island: https://witcher3map.com/v/#6/53.961/53.617
If I'd generate this apitrace, is there a way to redirect the file to another disk? If I'll spool multiple gigabytes within a few moments to the game disk, I guess that I'm going to have a hard time (it's on btrfs, it may choke when writing multi-GB while the game is running and reading files).
Video settings are maxed out, full-HD, hairworks on for all characters (AA-4).

@kakra can you please upload a savegame in that location? Makes it easier to reproduce.

I'll try to reproduce this evening. Have to head to work now. ;-)

Probably the same issue: while inside a building, sun rays can be seen through the closed door. But this depends on the distance, everything is normal while you staying close enough to the closed door.
Noticed in Toussaint.

MTG Arena and Hearthstone both fail with GetThreadContext failed on 415.13-0ubuntu0~gpu18.04.1 (from Ubuntu's graphics-drivers ppa). Rollback to 410.73 makes them work again.

I can duplicate this issue in Beat Saber and Cuphead - both Unity games, even when using the oldest versions of DXVK included with Proton. This is on Arch. I need to do some further testing later tonight but this also might be causing a failure to load in CryEngine games.

The Overwatch mystery is solved, turned out to be a fragment shader that writes gl_FragDepth values greater than 1.0. AMD drivers clamp this to 1.0, Nvidia doesn't - I'm not sure which behaviour is correct of if both are allowed.

Maybe that's game specific? I just tested some games on 410.78, including Unity ones, last night and it was working fine with both 0.92 and 0.93.

hmm, apparently there's something with Vulkan suport in this update, as I even can't use vulkaninfo:
==========
VULKANINFO
==========

Vulkan Instance Version: 1.1.82

Cannot create Vulkan instance.
/build/vulkan-tools-WIuZIg/vulkan-tools-<IP_ADDRESS>+dfsg1/vulkaninfo/vulkaninfo.c:825: failed with VK_ERROR_INCOMPATIBLE_DRIVER

And fixed it by doing sudo apt install --reinstall libnvidia-gl-410 libnvidia-gl-410:i386, somehow nvidia_icd.json got missing on update.

Can confirm that with 415 Unity based Magic Arena crashes on start while works when reverting to 410.*
Any ideas on what might be causing that?

@theli-ua
Are you using a Turing card? If answer is no ; there is no point in using 4xx series drivers. New driver line is a mess.
Just use 396.54.09

We posted a new 415.18.04 driver tohttps://developer.nvidia.com/vulkan-driver which should fix the issues you're seeing with Unity games. Let us know how it works out for you. Thanks.

Confirming. Subnautica works now again. Thank you for the driver update!

Can also confirm that WoW, Mist of Pandaria, which had low fps using DX12 vkd3d now has the same fps as the other expansions using this newer driver.

@pdaniell-nv do you plan to backport fixes to mainline driver?

@tannisroot Yes, the fix will be in the next 415.xx mainline driver.

@pdaniell-nv do you know when Stream Output support will be implemented in mainline driver? Thank you :)

For you Gentoo guys, here's an updated Portage Overlay including an updated ebuild to install the vulkan beta driver: https://github.com/kakra/nvidia-vulkan

Was getting GetThreadContext with Hearthstone on 415, switched to 410, boom problem solved. As per @infoman 's earlier method.
WTF is going on? First Vulkan is broken with nVidia driver updates, now this? >:| AMD gon' git mah moneyz next upgrade.

Was getting GetThreadContext with Hearthstone on 415, switched to 410, boom problem solved. As per @infoman 's earlier method.
WTF is going on? First Vulkan is broken with nVidia driver updates, now this? >:| AMD gon' git mah moneyz next upgrade.

This issue's been known for a while and was resolved in 415.18.04. Please read the post 7 posts above yours from an Nvidia employee linking to the fixed drivers.

Any reason it wasn't pushed to PPAs?

415.18.04 is a Vulkan Beta Driver, so depending on what PPA you subscribe to, the maintainer may have chosen to only update when Official Release Drivers are made available.

This is unrelated to DXVK so excuse me and mark as Off-topic if you wish, but i have no idea how to give feedback directly to nvidia.
@pdaniell-nv new driver 415.18.04 introduced hangs/crashes in opengl games. I noticed this in both ETS2 and ATS. Reverting back to previous driver fixes the problem.

@BeerZ0rg I believe Nvidia accepts bug reports here

@m-svo no, that one is for Windows. The linux forum is here: https://devtalk.nvidia.com/default/board/98/

@BeerZ0rg Thanks for the heads up. What's the version number of the "previous driver" that fixes the problem?

@pdaniell-nv  I reverted back to 415.18 but i believe .02 would work too. I don't have too much expertise in this, but it looks like it crashes during shader compilation.

I had a case where I needed to nuke all the shader caches and things started to work again. That is, I deleted the shader cache directory of Steam which included DXVK and NV shader caches. Apparently, deleting those prevented to track the exact problem down, so if you want to try this and help with such an issue, please take a backup first.

Heads up to folks on this thread. We just released the 415.22 mainline driver at the usual place https://www.nvidia.com/object/unix.html. This contains a fix for Unity games running under Proton/Wine and also supports VK_EXT_transform_feedback. Enjoy.

This is great news!!!

Does this mean I can safely upgrade from the 396.54 drivers I'm currently using?

Does this mean I can safely upgrade from the 396.54 drivers I'm currently using?

Once they hit ppa's/package repositories of whatever distro you're on (which can take a good few days before that happens).

@pdaniell-nv do you plan to backport this bugfix:
Fixed an OpenGL driver bug that caused the upper bounds of floating-point viewports, specified through the ARB_viewport_array extension, to be clipped incorrectly.
from 415.13 to 410 LTS drivers? It fixes a bug in Wine (https://bugs.winehq.org/show_bug.cgi?id=45361) that was flagged as fixed upstream, but people with 410 drivers are still experiencing it.

There's an issue with planetary terrain generation in Elite Dangerous with 415.18.04 that results in bases buried under it:

Downgrading back to 396.54.09 the terrain turns back to normal (same base):

Issue discovered by an ED forum member here:
https://forums.frontier.co.uk/showthread.php/366894-How-to-install-ED-on-Linux-using-Wine-EXPERIMENTAL-NOT-OFFICIALLY-SUPPORTED?p=7232429&viewfull=1#post7232429

@fls2018 Do you know if the ED problem happens with the 415.22 mainline driver?

@BeerZ0rg we tried to reproduce the ATS problem you reported, but had no luck. Since this isn't dxvk related, would you mind filing an issue at https://devtalk.nvidia.com/default/board/98/ if you're still seeing a problem. Also try the recently released 415.22 mainline driver instead of the 415.18.04 Vulkan beta driver. Thanks.

@pdaniell-nv thanks for investigating this, i also posted on nvidia devtalk as suggested but in meantime 415.22 came out and it is not causing any trouble. I can confirm however, that installing 415.18.04 causes hangs in both games for one reason or another on my machine, since this is not DXVK related and newest mainline driver isn't affected, lets assume it is "beta" issue. I will report bugs properly next time though.
Thanks for your assistance!

@tannisroot We aren't planning to integrate the fix for the negative viewport coords bug back to the older 410 LTS branch because it has some risk. If you feel it should, would you mind stating your case here. Thanks.

@fls2018 Do you know if the ED problem happens with the 415.22 mainline driver?

The user that discovered it on the forums has stated they were running 415.22 and another user has stated they haven't noticed any visual oddities in the 410 branch.

I have a question about __GL_SHOW_GRAPHICS_OSD.
dxvk.conf:

dxgi.syncInterval = 1  -- osd:27-30 fps
dxgi.syncInterval = 2  -- osd:55-60 fps

Is it a bug or feature?
Actual fps don't doubled, in both cases there is no difference.

With dxgi.syncInterval = 2, DXVK presents two frames instead of one to emulate this feature (basically render -> present -> present), so the Nvidia OSD is technically correct. The DXVK HUD should show the actual rendered frame rate.

@pdaniell-nv Just to update with using 415.23 drivers, I'm still having the terrain issue with Elite Dangerous.
Here's 415.23 (notice crater as well as pixelated ground textures):

And here's how it should look (same location on 396.54.09):

@fls2018 Would you be able to provide us with an apitrace as described here?

NVIDIA 415.22.01 Released (self.linux_gaming)
enviado hace 57 minutos * por catulirdit
https://developer.nvidia.com/vulkan-driver
December 14th, 2018
Windows 417.42, Linux 415.22.01
Improvements:
Expose two transfer queues on Pascal and above
Increase maximum point size to 2047
Increate maximum line width to 64
Fixes:
Fixed issue with vkCmdDrawIndirectCountKHR and
vkCmdDrawIndexedIndirectCountKHR and very
large counts.
Fixed issue with Sascha Willems "pushconstants"
example.

Just installed 415.23 and it solved the GetThreadContext I was having with 415.18 on GRIS, which is a Unity based game

415.25
The Witcher 3
During the Gwent card game I have noticed the Clear Weather card has strange (broken) effect -- flickering godrays. It happened twice in two different games, while NPC played this card. But looks OK third time, when I tried to play this card by myself.
I'm not sure how to reproduce this, so FYI.

I have seen flickering in different games (mostly related to lighting effects) if vsync is off. It's probably a problem somewhere between dxvk and the graphics driver. So if you could test this and find a difference, it's probably some sort of bug or bad interaction which should be reported.

Nvidia's HUD reporting Vsync is ON.
But I switched to 415.25 (from Vulkan Beta) to check another flickering problem -- fast F3/Esc/F4/Ctrl+O switching in mc causes "vertical line flickering". Currently I can't reproduce this on 415.25.
Also I'm on default Proton Beta 3.16 DXVK now (usually I'm using custom winelib build).
 I don't like to support things.
https://github.com/pchome/dxvk-gentoo-overlay
But I like updates.

Overwatch performance is pretty bad when compared to Windows, especially in CPU bottlenecked scenarios:
Same scene on Windows would yield 300 FPS
All settings on low, 50% render scale to show CPU driver overhead (and prevent GPU bottleneck)

Just for comparison here's what an AMD HD7970 GHz does on the same settings:

The HD7970 is indeed the bottleneck in this scenario, however the 970 is supposed to be more powerful than a HD7970 by miles, so technically should produce more frames.
On 75% render scale, the HD7970 is only 20 FPS slower than the GTX970 (obviously this shouldn't happen either).

@jeffbolznv
Specs:
Proton 3.16-6 Beta
GPU: GTX 970
CPU: i7-6700k
Game: Ashes of the Singularity: Escalation (Steam-ID 507490)
Settings: High
Info:
I found a regression in the 415.x drivers (410 works fine), while testing the d3d11 version of Ashes of Singularity on proton.
When running the benchmark the space ships should be red and some parts of the ground brown, but both are green instead.
I recorded an apitrace on my windows laptop, but replaying it on my Linux machine with DXVK does not show the issue. This is why I also did a renderdoc capture with the broken driver in the hopes that it helps you guys.
Apitrace:
https://drive.google.com/open?id=13IQf-A5F25WrhXEHTTS_18Zre6CBgiZ_
Renderdoc:
https://drive.google.com/open?id=1JsjNwmQDgDo7tKpFyzVk1-T5NVXHoegf

Wasn't sure if I should open a new issue or post it here. In some games I get a freeze/hang after 15-30+ minutes of playing(so far, Elex and Monster Hunter: World. #816 possibly related?) giving the same output in dmesg:
NVRM: Xid (PCI:0000:01:00): 31, Ch 00000043, intr 10000000. MMU Fault: ENGINE GRAPHICS GPCCLIENT_PE_1 faulted @ 0x1_083f0000. Fault is of type FAULT_PRIV_VIOLATION ACCESS_TYPE_READ

System information

GPU: GTX 970
Driver: Nvidia 415.27
Wine version: 4.1 staging and 4.2 staging
DXVK version: 0.96

I don't believe it's a hardware issue as they run fine for extended periods under Windows.

We just released Vulkan Beta Driver 418.31.03
New extensions:

VK_NV_cooperative_matrix
VK_EXT_depth_clip_enable

Fixes:

Fixed a bug that would occasionally cause visual corruption on some Vulkan titles. This bug was particularly prevalent on DXVK titles.
Total War Warhammer II (Feral Interactive port) crash or hang when using Alt-Tab

@fls2018 @Vash63 @Riesi Please check if this driver resolves the corruption issues you were facing.

The regression in Ashes of the Singularity: Escalation is fixed. Thanks!

We just released Vulkan Beta Driver 418.31.03
New extensions:
* [VK_NV_cooperative_matrix](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#VK_NV_cooperative_matrix)

* [VK_EXT_depth_clip_enable](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#VK_EXT_depth_clip_enable)

Fixes:
* Fixed a bug that would occasionally cause visual corruption on some Vulkan titles. This bug was particularly prevalent on DXVK titles.

* Total War Warhammer II (Feral Interactive port) crash or hang when using Alt-Tab

@fls2018 @Vash63 @Riesi Please check if this driver resolves the corruption issues you were facing.

Not sure if the corruption is fixed but got a crash almost immediately upon loading my test room save in libnvidia-glvkspirv.so.418.31.0
feb 19 21:38:01 vashnix steam.desktop[1334]: wine: Unhandled page fault on read access to 0x00000040 at address 0x7f92ed8e8a00 (thread 0052), starting debugger...
feb 19 21:38:01 vashnix steam.desktop[1334]: ERROR: ld.so: object '/home/vash/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloade>
feb 19 21:38:01 vashnix steam.desktop[1334]: >>> Adding process 2759 for game ID 493200
feb 19 21:38:02 vashnix steam.desktop[1334]: Unhandled exception: page fault on read access to 0x00000040 in 64-bit code (0x00007f92ed8e8a00).
feb 19 21:38:02 vashnix steam.desktop[1334]: Register dump:
feb 19 21:38:02 vashnix steam.desktop[1334]:  rip:00007f92ed8e8a00 rsp:000000000e91d268 rbp:00007f92d423dfa0 eflags:00010202 (  R- --  I   - - - )
feb 19 21:38:02 vashnix steam.desktop[1334]:  rax:00007f92d40aae40 rbx:0000000000000000 rcx:00007f92ee1c5710 rdx:0000000000000000
feb 19 21:38:02 vashnix steam.desktop[1334]:  rsi:0000000000000000 rdi:0000000000000000  r8:000000000000002c  r9:000000000000003f r10:0000000000000fff
feb 19 21:38:02 vashnix steam.desktop[1334]:  r11:00007f92d4043b88 r12:00007f92d4069e30 r13:ffffffffffffffe8 r14:00007f92d420bbc8 r15:0000000000000000
feb 19 21:38:02 vashnix steam.desktop[1334]: Stack dump:
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d268:  00007f92ed812d7c 01007f92d423e088
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d278:  00007f92d4048420 000000000e91d2e0
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d288:  000000000e91d2c0 00007f92d4433770
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d298:<PHONE_NUMBER>000000 00007f92d40aae40
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d2a8:  00007f92ed94ff00 000000000e91d318
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d2b8:  00007f92d43ccc70 00007f92d4037eb0
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d2c8:  00007f92d40382b0 00007f92d40382b0
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d2d8:  00007f92d40382b0 00007f92d4031050
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d2e8:  00007f92d4048420 00007f92d4031050
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d2f8:  00007f92d4048420<PHONE_NUMBER>000000
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d308:<PHONE_NUMBER>000007 00007f92d423dfe0
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x000000000e91d318:  00007f92ed951a5b 00007f92d423dfe0
feb 19 21:38:02 vashnix steam.desktop[1334]: Backtrace:
feb 19 21:38:02 vashnix steam.desktop[1334]: =>0 0x00007f92ed8e8a00 in libnvidia-glvkspirv.so.418.31.0 (+0x54ba00) (0x00007f92d423dfa0)
feb 19 21:38:02 vashnix steam.desktop[1334]:   1 0x00007f92ed812d7c in libnvidia-glvkspirv.so.418.31.0 (+0x475d7b) (0x00007f92d423dfa0)
feb 19 21:38:02 vashnix steam.desktop[1334]: 0x00007f92ed8e8a00: movq        0x0000000000000040(%rdi),%rax```

@liam-middlebrook I can confirm from one planetary base the issue appears to be resolved.

I haven't tested other bases or ice planets yet but will update at a later time if it still occurs.
Thanks again for the time resolving this.

@liam-middlebrook Driver 418.31.03 appears to fix an issue, with large blueish squares appearing randomly in Fallout 4 (possibly mis-rendered god rays?) This was happening very regularly, so I'm 99% sure it's fixed now. Nice :-)
I was testing with Vulkan 1.1.99 and wine-4.2-26-g5e86cc0a8f37 (Staging)...

@liam-middlebrook
Thanks for the update!
Vulkan apps with driver 418.31.03 are unable to work properly with any frame rate, i.e. if my monitor has 60Hz and application has framerate between 30FPS and 60 FPS I have only 30 FPS. With previous beta driver (415.22.05) it worked properly (flipping ON, vsync ON, 3 buffers). I hope this feature will be added again :)

@zaps166 What game are you running?  Wine has to be modded, to ignore vsync, if and only if you are using vkd3d for DX12 to vulkan.  If you use dxvk for DX11 to vulkan, it does follow the vsync setting. of the game.

@SteveEbey73742 Every Vulkan application when FPS is lower than screen refresh rate (games, benchmarks, samples, home made apps).
Just compare 418.31.03 vs 415.22.05 (GPU must limit the FPS, not CPU).

I tried Shadow of the Tomb Raider (3840x2160) and then https://github.com/SaschaWillems/Vulkan to be sure that it is a driver issue after upgrade.
On 418.31.03 I have constant 30 FPS due to vsync (~38 FPS w/o vsync), on 415.22.05 I have ~38 FPS in the same scene (vsync on, flipping enabled).
For me 415.22.05 behaves correctly (IIRC like Nvidia Windows drivers and Intel drivers on Linux). If in some scene in game I have 59.9 FPS there is nice to see much more than 30 FPS :)

If you have this FPS issue with triple buffering enabled, it's a bug.
Without triple buffering vsync drops to half the screen refresh rate and it's expected.

I have tested the vulkan samples, and everyone of them shows I have vsync off, and I am getting 500+ FPS on 90 percent of the demos from the repo @zaps166 linked.  I am running 418.31.03.

@mati865 IIRC apps use 3 buffers (min image count which is 2 + 1), I have Option "TripleBuffer" "On" (it is OpenGL option, I'll check later if Vulkan also uses it on 415.22.05). IIRC 415.22.05 with 2 buffers (source code modified manually) behaves drops to half the screen refresh rate (correct behavior). I'll check it again later to be sure.
@SteveEbey73742 You must enable vsync -vsync into command line argument. Also you must run sample which is heavy for GPU - e.g. terraintesselation on full screen, zoom out to see the entire screne, enable wireframe and set tesselation factor to achieve maximum number of vertices (it is easier to run as game via DXVK for testing :) ). On GTX 1080Ti it is also possible to drop below 60 FPS with 3840x2160 with terraintesselation.


freerdp-shadow-cli doesn't seem to accept mouse/keyboard input

Server:
$ freerdp-shadow-cli -may-interact -auth -sec-rdp
[11:41:44:669] [162341:162341] [INFO][com.freerdp.server.shadow.x11] - X11 Extensions: XFixes: 1 Xinerama: 0 XDamage: 0 XShm: 0
[11:41:44:671] [162341:162341] [INFO][com.freerdp.core.listener] - Listening on [<IP_ADDRESS>]:3389
[11:41:50:760] [162341:162375] [INFO][com.freerdp.core.connection] - Client Security: NLA:1 TLS:1 RDP:0
[11:41:50:760] [162341:162375] [INFO][com.freerdp.core.connection] - Server Security: NLA:0 TLS:1 RDP:0
[11:41:50:760] [162341:162375] [INFO][com.freerdp.core.connection] - Negotiated Security: NLA:0 TLS:1 RDP:0
[11:41:50:812] [162341:162375] [INFO][com.freerdp.core.connection] - Accepted client: linux
[11:41:50:812] [162341:162375] [INFO][com.freerdp.core.connection] - Accepted channels:
[11:41:50:812] [162341:162375] [INFO][com.freerdp.core.connection] -  rdpdr
[11:41:50:812] [162341:162375] [INFO][com.freerdp.core.connection] -  rdpsnd
[11:41:50:812] [162341:162375] [INFO][com.freerdp.core.connection] -  cliprdr
[11:41:50:812] [162341:162375] [INFO][com.freerdp.core.connection] -  drdynvc
[11:41:50:812] [162341:162375] [INFO][com.freerdp.core.gcc] - Active rdp encryption level: NONE
[11:41:50:812] [162341:162375] [INFO][com.freerdp.core.gcc] - Selected rdp encryption method: NONE
[11:41:51:818] [162341:162375] [INFO][com.freerdp.client.shadow] - Client from <IP_ADDRESS> is activated (2560x1440@32)
[11:41:52:131] [162341:162375] [INFO][com.freerdp.client.shadow] - Gfx Pipeline Opened
[11:41:52:231] [162341:162406] [ERROR][com.freerdp.channels.audin.server] - WTSVirtualChannelQuery failed

Client (port 3389 is forwarded via SSH):
xfreerdp /d:yy /drive:tmp,/tmp /sound /compression-level:2 /f /v:<IP_ADDRESS>:3389 +clipboard
[11:43:08:288] [17515:17516] [INFO][com.freerdp.client.x11] - No user name set. - Using login name: birdie
[11:43:09:683] [17515:17516] [WARN][com.freerdp.crypto] - Certificate verification failure 'self-signed certificate (18)' at stack position 0
[11:43:09:683] [17515:17516] [WARN][com.freerdp.crypto] - CN = zen
[11:43:09:589] [17515:17516] [ERROR][com.winpr.timezone] - Unable to get current timezone rule
[11:43:10:790] [17515:17516] [INFO][com.freerdp.gdi] - Local framebuffer format  PIXEL_FORMAT_BGRX32
[11:43:10:790] [17515:17516] [INFO][com.freerdp.gdi] - Remote framebuffer format PIXEL_FORMAT_BGRA32
[11:43:10:855] [17515:17534] [INFO][com.freerdp.channels.rdpdr.client] - Loading device service drive [tmp] (static)
[11:43:10:858] [17515:17516] [INFO][com.freerdp.channels.rdpsnd.client] - [static] Loaded pulse backend for rdpsnd
[11:43:10:858] [17515:17516] [INFO][com.freerdp.channels.drdynvc.client] - Loading Dynamic Virtual Channel rdpsnd
[11:43:10:858] [17515:17516] [INFO][com.freerdp.channels.drdynvc.client] - Loading Dynamic Virtual Channel rdpgfx

Using:
freerdp-2.10.0-1.fc38.x86_64
freerdp-libs-2.10.0-1.fc38.x86_64
freerdp-server-2.10.0-1.fc38.x86_64

are you trying this from localhost? that will always have issues (except if you run the client and server on different X11 servers)

but you might just need to change -may-interact to +may-interact ;)

The man page is really cryptic. I'd never have guessed it. Thanks it works now.
It would be nice if you changed arguments to -enable-something/-disable-something or -option/-no-option.
I'll leave it to you whether to close this bug report or not.
Also it would be nice to get basic security options for the server:

IP address binding
IP address white/black-listing

Thanks!

@birdie-github there is something in there ;)
[nin@motorhead freerdp (master %)]$ freerdp-shadow-cli /help
[15:13:37:440] [3345780:3345780] [INFO][com.freerdp.server.shadow] - Usage: freerdp-shadow-cli [options]
[15:13:37:440] [3345780:3345780] [INFO][com.freerdp.server.shadow] -
[15:13:37:440] [3345780:3345780] [INFO][com.freerdp.server.shadow] - Syntax:
[15:13:37:440] [3345780:3345780] [INFO][com.freerdp.server.shadow] -     /flag (enables flag)
[15:13:37:440] [3345780:3345780] [INFO][com.freerdp.server.shadow] -     /option:<value> (specifies option with value)
[15:13:37:440] [3345780:3345780] [INFO][com.freerdp.server.shadow] -     +toggle -toggle (enables or disables toggle, where '/' is a synonym of '+')
...


add initial readme info

Adds initial project info. Will follow up with a charter PR

I think we'll need to create a maintainer group and set up some additional basic repo checks

I'll close this in favor of @codeboten's


Add tests for resources.py

Fix pre-commit warnings
Cover missing resources.py statements

Pull Request Test Coverage Report for Build<PHONE_NUMBER>8
Details

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+0.4%) to 84.029%

Totals

Change from base Build<PHONE_NUMBER>3:
0.4%

Covered Lines:
1289

Relevant Lines:
1534

💛  - Coveralls


API method destroy() doesn not work as expected

I'm trying to destroy and re-init a DataTable like this:
var table;
var tableSettings = {
    language = {}
};

tableSettings.language.info = 'Showing 1 to 2 of 3 entries';

table = $('#vacation-list').DataTable(tableSettings);

table.destroy();

tableSettings.language.info = 'Showing 4 to 5 of 6 entries';

table = $('#vacation-list').DataTable(tableSettings);

This will render / show Showing 1 to 2 of 3 entries but it should show Showing 4 to 5 of 6 entries

As per the Contributing.md document, please post support requests in the DataTables forums. Please also ensure that you link to a test case showing the issue.

Going to close this issue as no test case provided.


Footer is not fixed to bottom

When the page is empty the footer gets jumped to top i would like to keep the footer at the bottom. Is there any to do it

You want to set min-height for cr-page css class.
Like below:
// src/styles/components/_page.scss

.cr-page {
  min-height: calc(100vh - 73px - 40px); // 73px - header height, 40px - footer height
...
}


Update CAC

Please approve. I've updated the Coingecko Id on token details.
First PR #12748
Updated PR #14235
Thank You.

Can you merge this @keone
Thank You.

merged

merged

Thank You


Remove downward lookup when searching shadowed property in prototype chain in for...in

The previous fix of shadowing non-enumerable property for for...in (https://github.com/Microsoft/ChakraCore/pull/2175) added downward lookup in prototype chain which could degrade performance in edge cases. This fix followed suggestion from Curtis and only ignores lookup in prototype chain if there is no enumerable properties in the whole chain, otherwise search from the first prototype.
The perf data for which we optimized for in enumerator looks flat.

@curtisman @rajatd please help review.

@curtisman could you please help take a look?


Wallet restoration failure

I notice this error when running Tdex App in prod/debug mode NODE_ENV=production ionic capacitor run ios --external --prod --debug during restoration of a big wallet.

The app is calling both utxosFetchGenerator and fetchAndUpdateTxs
One of this call fails: https://electrs-batch-mempool.sevenlabs.io/addresses/utxo
LDK throws here https://github.com/vulpemventures/ldk/blob/master/src/explorer/api.ts#L255

We should make sure transactions is an array or using ? operator.

it seems that the tdex-sdk is using ldk 0.5.6, 0.5.7 may fix it due to hex batching change. if not, I've added a "fallback to empty array" in PR #137

No ^0.5.6 will install 0.5.7


[WIP] Implement atomic operations for various metrics using Prometheus as the backend storage

What this PR does:
Which issue(s) this PR fixes:

Fixes #
Special notes for your reviewer:
Does this PR introduce a user-facing change?:

Codecov Report
All modified lines are covered by tests :white_check_mark:

Comparison is base (ac511fe) 40.00% compared to head (0efbc1b) 40.00%.
Report is 1 commits behind head on master.

:exclamation: Your organization needs to install the Codecov GitHub app to enable full functionality.
Additional details and impacted files
@@           Coverage Diff           @@
##           master     #773   +/-   ##
=======================================
  Coverage   40.00%   40.00%
=======================================
  Files         265      265
  Lines       26711    26711
=======================================
  Hits        10686    10686
  Misses      14861    14861
  Partials     1164     1164

Files
Coverage Δ

pkg/config/model.go
34.45% <ø> (ø)

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please update this

hello this a nice comment system please upgrade..

The code may have to be updated for a while, though neither seem to be any open issues about something that is not working the way it should be.
The reason I haven't added any new features, is mainly because nobody seems to be using it and I have more important things to work with.

Hello,  I followed your instructions and installed the package through composer. After moved the Config.template.php file to src/classes/Config.php. Open up the debug.php, however, it doesn't work. I traced the code through debugging facility. The problem seems to be the the Config.php is considered missing. In fact the Config.php is present in the src/classes directory. Thus, the database, user, password are not resolved properly to connect to mysql. Just like to report the issue here. Thx.


Remove non-existent list-g command

Pull Request Test Coverage Report for Build 728

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 79.46%

Totals

Change from base Build 724:
0.0%

Covered Lines:
1973

Relevant Lines:
2483

💛  - Coveralls


IndexError when searching with %

The following code raises IndexError: tuple index out of range:
qs = Person2.objects.search(query="Pepa%")

I've also found out this error!

mee too, +1

+1

+1

As of the latest the commit, I can still reproduce this error using django 1.9.5, python 3.4.3.  #57 which was merged in apparently didn't address this issue?
@linuxlewis, What's the status on this?


Image gallery for uploaded images ?

Hi,
It would be much helpful if you can add an image gallery for uploaded images. You can take a Rest API to get the image data and show it to the users. So users can insert that image by just selecting it.
Thanks
Anuradha

Nice suggestion.
Do you have an idea how this could work? I have multiple users uploading images but they are only allowed to view their own images. At the moment I use Mysql in the backend to keep track of image uploads per user (using session which is not accessible by Suneditor).
One solution could be to add yet another common tag (UUID4 coded?) to each image indicating "owner" (security by obscurity). Tag could then be set in config. Such a solution could perhaps be a potential security problem unless checks are forced on the backend.
Do other editors have this feature and how did they solve it?

Yep, I'm storing image URLs in the MySQL backend at the moment. But in my case, users need to authenticate before accessing the editor.I'm making the API endpoint dynamic by adding  a UUID as a path parameter

Hi @anuradhaindika83 @MRB60
I'll add image gallery plugin.
How about adding it like this?
option - imageGalleryUrl: url
response format: [
  {src, name, size},
]

yes. that'll do

I have created a plugin for this.
https://github.com/anuradhaindika83/suneditor-gallery-plugin
It is a basic one. but it does the job.
Thanks
Anuradha

Hi
Thank you for your great work!
I think gallery looks better to call from image modal.
I'll define a specification to add a module plugin and an external plugin.
After that, can you create a PR for the gallery plugin?

ok, will do. Thanks

Hi @anuradhaindika83 @MRB60
The method of adding of the custom plugin has been improved. #custom_plugins
You can add a button like the default plugin.
I will now implement an image gallery.

The 2.30.0 version has been updated.
If this issue has not been resolved, please reopen this issue.
Thank you.


Additional emulator options

Is there a way to pass additional options to the firebase process? Sometimes it's useful to add some of the following options to the firebase emulators:
--inspect-functions --import=./firebase-emulator --export-on-exit
If not, I'm happy to try and take a look to help out, if it's something you're interested in adding?

Not right now, but that'd be a nice addtion !


[Issue #7] Only bind-mount extant qemu binaries

Connects to #7
If you ran a build without the qemu binaries on the host, it created an empty directory with the name of the binary inside the built image. If you then attempt to run that image, build anything based on that image, or run anything built on that base image on a host with the correct binaries docker complains because you're attempting to mount a file onto a directory.

I believe I've addressed your concerns, but this new github review thing is confusing.

@petrosagg can you give this a final review?

@brownjohnf at least for the resin builder this will be superseded by this commit https://github.com/resin-io/docker/commit/9d155107b06c7f96a8951cbbc18287eeab8f60cc . It allows to specify bind mounts through the Docker API and CLI and do things like docker build -v /foobar:/usr/src/app ..
What do you think we should do for jenkins? We could leave it up to the build jobs to decide if they want to have qemu bind mounted. The other option I've thought of is adding a simlar parameter to the docker daemon command that will define global, default bind mounts. This way it will be configurable through the CLI, not require changes in the jenkins jobs side and won't have hardcoded paths.

@petrosagg, a couple things:

I think we need to have a better, more transparent development process for this stuff. It's really frustrating to have PRs into branches that you're just modifying and force-pushing, and it makes it more time-consuming than necessary to watch what you're doing. Why can't you do this work in a feature branch, and PR it into resin-1.12.x?

Regarding Jenkins, we have some jobs that need and some that don't, so I think each job should have to explicitly mount whatever volumes they want. For example, building the supervisor with the qemu bind-mount enabled fails.

@brownjohnf resin-1.12.x is my feature branch, it didn't exist 2 days ago and there was nowhere to PR onto. The fix that Ι backported there was merged upstream on Monday which is when I started working on it. So I think it's ok to force-push my WIP branch. A PR on resin-release would mean thousands of changes as this PR currently has. My branch is only referenced by another PR that is under review currently https://github.com/resin-io/resin-builder/pull/22
On jenkins, I'm only worried that our build scripts will invoke docker build with a parameter that doesn't exist upstream so if someone were to run them it would complain. Not sure if this is something we should care about but that's the only downside from what I can see


Windows Support

Hey,
In the other repo, you said adding Windows support shouldn't be too bad, so I thought I'd take a look at it.
Having a quick look, I think the main roadblock will be https://github.com/php-tui/term/blob/main/src/Reader/StreamReader.php#L29
I don't think Windows Con will allow reading like this and will require input to continue otherwise it will hang, I've seen other examples on GitHub using PHP FFI and directly using C but I'm not sure if that's the best direction since I think it'll be slow.
Would love to have some input on what you'd suggest looking into :)
Edit: I've been looking over crossterm which is why I was looking down the FFI path and using C

I don't really have much insight here, Symfony Console supports color output on Windows 10: https://github.com/symfony/symfony/pull/18385 because W10 supports VT100 terminals. But as you suggest we probably need to hook into the C API as crossterm does - and if we did that we could also avoid calling out to stty - I think the problem with FFI was essentially that it's not enabled by default?

I stumbled upon this https://github.com/nahkampf/php-keypress-windows, this is what I was manually implementing but seems a lot more complete.
https://github.com/php-tui/term/commit/faf9b5da6a5c9d391b65b3b376a5ce791dcb148b
I don't believe FFI is enabled by default since I don't think most people want PHP to be able to execute C code which is understandable.
I guess the main benefit here would be if you were to ship your tui apps using static PHP cli since you can enable it and distribute it. https://static-php.dev/en/guide/extensions.html
I think I'll have a play around with some ideas but it seems like windows will need FFI to work anything like does on Unix.
I have it starting and keypresses work, no mouse events and it breaks when pressing tab.

Yes, having an FFI strategy would be good for Unix systems too I think.

Ok, it's looking much better, I still want to clean some more of the code up and test is more fully since I don't have a 100% keyboard to test keypad properly.
I'll need to think about how to handle the enable mouse since doing $terminal->execute(Actions::enableMouseCapture()); requires it to be a virtual input but this breaks events like the focus gain/focus loss. but I don't think having the mouse always enabled is the worst thing.
<?php

require_once __DIR__ . '/vendor/autoload.php';

use PhpTui\Term\Actions;
use PhpTui\Term\ClearType;
use PhpTui\Term\Event\CharKeyEvent;
use PhpTui\Term\Terminal;

$terminal = Terminal::new();

$terminal->execute(Actions::cursorHide());
$terminal->execute(Actions::alternateScreenEnable());
// $terminal->execute(Actions::enableMouseCapture());
$terminal->enableRawMode();

echo 'press q to quit' . PHP_EOL;
while (true) {
    while ($event = $terminal->events()->next()) {
        if (empty($event)) {
            continue;
        }

        var_export($event);

        if ($event instanceof CharKeyEvent) {
            if ($event->char == 'q') {
                break 2;
            }
        }
    }
}

$terminal->disableRawMode();
// $terminal->execute(Actions::disableMouseCapture());
$terminal->execute(Actions::alternateScreenDisable());
$terminal->execute(Actions::cursorShow());
$terminal->execute(Actions::clear(ClearType::All));

https://github.com/user-attachments/assets/883bd8c2-60e7-4864-b630-acffc662bdb8
There seems to be still weird input delay and mouse issues using the example demo even though the code is very similar so I'll need to see what is happening on the php-tui side to see if something is causing it.

Hey guys, I have a project called getch that basically creates a linux version (while supporting windows) using the legacy _getch functions.  I know it is the old way of doing things, but I don't think Microsoft is ever going to remove support for it.  I meant to update it to use actual winapi libraries but didn't have the time.  Note this is also just for keyboard functionality and nothing else.
Thought it might be of interest. Cheers.
https://github.com/sikofitt/php-getch
https://github.com/sikofitt/getch_c


Gravatar support question - feature request

This is  a feature request.

Prerequisites

[x] Are you running the latest version?
[x] Are you reporting to the correct repository?
(enso is made of many specialized packages: https://github.com/laravel-enso)
[ ] Did you check the documentation?
[ ] Did you perform a cursory search?

Description
Is that possible to support gravatar and get the avatar by default from gravatar?
Expected behavior
After setting up an email for a user/people, it would be useful to get the avatar from gravatar.
The user should be able to upload his/her own new avatar as option and use that image instead of gravatar.
Actual behavior
It seems only avatar uploaded by the user supported.

It is but someone will have to make a pr for it.


Precache file corrupt

Steps to Reproduce

Install flutter
Run flutter precache
Observe

Logs
Downloading Dart SDK from Flutter engine ee76268252c22f5c11e82a7b87423ca3982e51a7...
% Total    % Received % Xferd  Average Speed   Time    Time     Time  Current
Dload  Upload   Total   Spent    Left  Speed
100  212M  100  212M    0     0  11.3M      0  0:00:18  0:00:18 --:--:-- 11.9M
/opt/flutter/bin/internal/update_dart_sdk.sh: line 93: unzip: command not found
It appears that the downloaded file is corrupt; please try again.
If this problem persists, please report the problem at:
https://github.com/flutter/flutter/issues/new?template=ACTIVATION.md

I looked at the logs and the unzip command did not exist.