No gun? No sprites? READ THIS!

Mon Sep 25, 2017 9:23 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: (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.

Re: No gun? No sprites? READ THIS!

Wed Aug 01, 2018 12:11 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.

Re: No gun? No sprites? READ THIS!

Wed Aug 01, 2018 1:07 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...

Re: No gun? No sprites? READ THIS!

Tue Aug 07, 2018 8:15 am

The latest AMD update didn't fix anything :(

Re: No gun? No sprites? READ THIS!

Tue Aug 07, 2018 1:50 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.

Re: No gun? No sprites? READ THIS!

Tue Aug 07, 2018 4:52 pm

I meant 18.8.1 drivers.

Re: No gun? No sprites? READ THIS!

Sat Aug 11, 2018 10:33 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:

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.

Re: No gun? No sprites? READ THIS!

Sun Aug 12, 2018 12:00 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.

Re: No gun? No sprites? READ THIS!

Sun Aug 12, 2018 12:20 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.

Re: No gun? No sprites? READ THIS!

Sun Aug 12, 2018 12:42 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.

Re: No gun? No sprites? READ THIS!

Sun Aug 12, 2018 1:33 am

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

comments left by pictures indicate what graphics mode is being used.

Re: No gun? No sprites? READ THIS!

Sun Aug 12, 2018 1:50 am

oh crud i forgot to log in. i'm the person who posted that above. sorry about that.

Re: No gun? No sprites? READ THIS!

Sun Aug 12, 2018 1:51 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.

Re: No gun? No sprites? READ THIS!

Sun Aug 12, 2018 1:57 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.

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

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

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.

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.

Re: No gun? No sprites? READ THIS!

Sun Aug 12, 2018 2:01 am

ok i added the majestic pit of illusions to the imgur.

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
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)
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)
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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