No gun? No sprites? READ THIS!

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No gun? No sprites? READ THIS!

Postby Rachael » Mon Sep 25, 2017 10:23 am

There is a known problem with semi-recent ATI drivers that have issues with the way GZDoom handles sprites. Note that this is a bug in the drivers, themselves, NOT GZDoom!

If you are having this problem, please update your drivers. If you are using a stock ATI card with no customizations, the download page is here: http://support.amd.com/en-us/download (Please report this post if it needs updated)

If you are using a laptop, chances are you may have customization which might make the stock drivers unstable or non-functional. Please visit your laptop's manufacturer and download their video drivers for your laptop's model if this is the case.

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Re: No gun? No sprites? READ THIS!

Postby Medicris » Wed Aug 01, 2018 1:11 am

Adding a post as a note given the OP date; this issue seems to have resurfaced in Radeon Software 18.7.1 (the most recent as of writing). Rolling back to 18.6.1 or earlier resolves the problem.

Tested with RX 580 and RX 460.
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Re: No gun? No sprites? READ THIS!

Postby Graf Zahl » Wed Aug 01, 2018 2:07 am

The odd thing here is that the original problem should not happen on modern hardware, it was caused by some unconventional way of providing data to a shader. This only applies to old hardware,though. I wonder what happened this time...
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Re: No gun? No sprites? READ THIS!

Postby Camilla Duckwell » Tue Aug 07, 2018 9:15 am

The latest AMD update didn't fix anything :(
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Re: No gun? No sprites? READ THIS!

Postby Rachael » Tue Aug 07, 2018 2:50 pm

It seems they broke it again. Please view this post:

Medicris wrote:Adding a post as a note given the OP date; this issue seems to have resurfaced in Radeon Software 18.7.1 (the most recent as of writing). Rolling back to 18.6.1 or earlier resolves the problem.

Tested with RX 580 and RX 460.
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Re: No gun? No sprites? READ THIS!

Postby Camilla Duckwell » Tue Aug 07, 2018 5:52 pm

I meant 18.8.1 drivers.
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Re: No gun? No sprites? READ THIS!

Postby Barnaby Punderseg » Sat Aug 11, 2018 11:33 pm

Same issue, still broken on 18.8.1 drivers.

I put a thread in with AMD's support. No reply.

It might help if others chimed in here with a bug report: http://www.amdsurveys.com/se/5A1E27D23A3DE966

AMD needs to fix this, I'm fairly sure it's not an issue with GZDoom as it breaks several versions of GZDoom.

Seriously annoying as I'm using GZDoom for VR support, so just using the Software renderer isn't a fix. I also have the ViveDoom branch, and the same issue is present there.
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Re: No gun? No sprites? READ THIS!

Postby Graf Zahl » Sun Aug 12, 2018 1:00 am

This must be something different than the old bug, though. The render technique that did not work on these old cards is not being used on modern hardware at all.

Which elements precisely are not getting rendered? Is it just sprites but also other stuff, e.g. models, translucent walls, HUD?
Some screenshots would be appreciated.
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Re: No gun? No sprites? READ THIS!

Postby Cacodemon345 » Sun Aug 12, 2018 1:20 am

I am more than sure it is only world-rendered sprites, because I remember a screenshot about a guy having the same problem in a Discord server and the guns were perfectly visible, although the sprites were not.
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Re: No gun? No sprites? READ THIS!

Postby Rachael » Sun Aug 12, 2018 1:42 am

Graf has a very good reason to ask what he is asking - please let's get a legitimate answer from someone using the affected hardware and drivers.
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Re: No gun? No sprites? READ THIS!

Postby Ernest Fangerlitch » Sun Aug 12, 2018 2:33 am

ok i'm affected and i can screenshot. hope this helps.

https://imgur.com/a/1ABGSnV

comments left by pictures indicate what graphics mode is being used.
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Re: No gun? No sprites? READ THIS!

Postby mentha » Sun Aug 12, 2018 2:50 am

oh crud i forgot to log in. i'm the person who posted that above. sorry about that.
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Re: No gun? No sprites? READ THIS!

Postby Graf Zahl » Sun Aug 12, 2018 2:51 am

Thanks. Can you please do one more test?

Download WOW.wad (yes, that infamous one) and report how that looks. Why? Because it uses a certain render hack I'd like to see as well.
Also, what OpenGL version does your card report? Best post the entire startup log so I can check the extension list.
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Re: No gun? No sprites? READ THIS!

Postby Cedric Gumblechere » Sun Aug 12, 2018 2:57 am

Screens? No problem.

I used Doom II, the latest version of GZDoom, and the default settings for everything. This is the OpenGL renderer. This is the first level right after it loaded as I'm sure most here will be familiar with what should be in that level so it's easy to see what is missing. The player sprite is visible, as is the HUD, but not the zombies that are normally in the room. They are there, just not visible. Firing a shot wakes them up and they attack.

https://i.imgur.com/h4zU4fV.jpg

Decals are showing bullet holes and blood splatter. I picked up a few clips in the aftermath, also invisible:

https://i.imgur.com/GMoCGu5.jpg

Another shot of missing enemies. They are there and started shooting at me.

https://i.imgur.com/dklxTy4.jpg

Missing items. Should be some blue bottle health items here. You can see the blue glow effect on the ground where they are, barrels do the same thing and have the green glow on the ground, but aren't visible otherwise.

https://i.imgur.com/RpxKz0X.jpg

The whole game is like this for some reason. No items, sprite based decorations, or monsters are visible. Pretty much everything else is though. Doom also behaves the same way.

Just for the sake of being thorough for troubleshooting purposes... I've got a few different versions of classic Doom. The standard Steam version, GoG, and the Doom 3 BFG wads. I redownloaded all three just to rule out it being an issue with my wad files. As I mentioned earlier, I've also tried several versions of GZDoom including Vive Doom and the latest build.
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Re: No gun? No sprites? READ THIS!

Postby mentha » Sun Aug 12, 2018 3:01 am

ok i added the majestic pit of illusions to the imgur.
https://imgur.com/a/1ABGSnV

i'm not entirely sure how to make my card report what opengl it has, so i had GLview look at it. 4.6
i put 4.1 there earlier. i'm not sure how i arrived at that number.

if its something i need to find out from the gzdoom console or something i'm ready.

EDIT: oh i see, logfile. okay i'll look up how to do that on the wiki, i don't think that'll be a problem

ok here it is
Code: Select allExpand view
Log started: Sun Aug 12 01:05:37 2018

I_Init: Setting up machine state.
CPU speed: 3512 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD FX(tm)-6300 Six-Core Processor
  Family 21 (21), Model 2, Stepping 0
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Headphones (TaoTronics TT-BH20 Stereo)
  EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 181.67 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon R7 200 Series
GL_VERSION: 4.6.13537 Core Profile Context 24.20.13001.1010 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.50
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 32
Max. varying: 128
Max. combined shader storage blocks: 64
Max. vertex shader storage blocks: 64
Resolution: 1920 x 1080
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