Graphic betting bugs using Vulkan

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Kamil
Posts: 163
Joined: Sat Sep 21, 2019 12:42 pm
Graphics Processor: nVidia with Vulkan support

Graphic betting bugs using Vulkan

Post by Kamil »

I noticed one interesting thing related to graphical bugs with Vulkan in GZDoom
When Precache GL Textures and Sort Draw Lists by Texture are turned on, graphic bugs appear in Vulkan mode
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: Graphic betting bugs using Vulkan

Post by _mental_ »

Could you please be more specific? What's you graphics hardware? What was the map you were playing? Posting a screenshot would help too.
Kamil
Posts: 163
Joined: Sat Sep 21, 2019 12:42 pm
Graphics Processor: nVidia with Vulkan support

Re: Graphic betting bugs using Vulkan

Post by Kamil »

Yes, I can tell you what equipment :)
https://www.dropbox.com/s/63h6rwvwxuc8d4j/1.png?dl=0
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: Graphic betting bugs using Vulkan

Post by _mental_ »

I was asking about a screenshot of visual issues, not of GZDoom console.
Kamil
Posts: 163
Joined: Sat Sep 21, 2019 12:42 pm
Graphics Processor: nVidia with Vulkan support

Re: Graphic betting bugs using Vulkan

Post by Kamil »

I understand you. But you also asked about my equipment. I provided a screenshot. But I will also show you a screenshot with my problem.
https://www.dropbox.com/s/o5qonrgl2nmkr ... 9.png?dl=0
https://www.dropbox.com/s/5fi4qvp644vq2 ... 9.png?dl=0
https://www.dropbox.com/s/w4z9pkk07b6ar ... 9.png?dl=0
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: Graphic betting bugs using Vulkan

Post by _mental_ »

If precaching “helps” to reproduce the issue quicker, it can be out-of-memory case. Usually, it just freezes.
Is this GTX 750 Ti with 2 GB of VRAM? In fact, even with 4 GB it’s quite easy to exhaust it if texture upscaling is used.
dpJudas
 
 
Posts: 3037
Joined: Sat May 28, 2016 1:01 pm

Re: Graphic betting bugs using Vulkan

Post by dpJudas »

Since this seems to a recurring issue with vulkan, maybe we need to implement our own limits now that the current implementations apparently do not gracefully handle out of memory situations.
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