[1.0.0] Visual Artifacting in Vulkan mode

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HydroFS02
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Graphics Processor: ATI/AMD with Vulkan/Metal Support

[1.0.0] Visual Artifacting in Vulkan mode

Post by HydroFS02 »

Hope this is the right place for this.

First off, congrats on the new release. Although i noticed a pretty big problem booting up the game with Vulkan enabled. During gameplay, several textures and sprites would display with "Tutti-Frutti" style artifacting as shown here below.




When moving, the effect flickers and only gets exaggerated until the player stops. I tried changing video options to fix this, but no avail. Same effect happens with other Build games such as Blood and SW. Although this does not occur in OpenGL mode, only Vulkan. I do acknowledge this could be an issue with my GPU/Drivers and I can post the specs here if needed. My card is pretty crap but it's drivers are up to date.
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mjr4077au
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by mjr4077au »

Interesting... I haven't seen that on this end. Are your specs on your profile accurate? I only have NVIDIA systems :(
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Rachael
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by Rachael »

I have an RX 550 coming .... someday ... so I can test Vulkan on that when it finally comes. (hopefully someday?)
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HydroFS02
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by HydroFS02 »

mjr4077au wrote:Interesting... I haven't seen that on this end. Are your specs on your profile accurate? I only have NVIDIA systems :(
Yes, can confirm. My card is a low profile HP Radeon RX550/550 series with 4GB of vram and GDDR5 memory according to my AMD Settings dashboard, its pretty shoddy nowadays but can still play plenty of older and indie games no problem, including the latest GZDoom.
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mjr4077au
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by mjr4077au »

The card should be fine, but I can't replicate this at all on my setup sadly... Do you have any problems like this in GZDoom?
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HydroFS02
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by HydroFS02 »

Not at all, GZDoom runs pretty much flawlessly on my system.
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Rachael
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by Rachael »

I realize you said your drivers are up to date, but this does seem like likely a driver problem to me. Are you able to do any sort of rollbacks to see?
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Graf Zahl
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by Graf Zahl »

Is this with palette emulation on o off? What happens if you switch that option to the other setting?

I also do not get this with NVidia so it may be a bit hard to test.
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Rachael
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by Rachael »

Having the .ini file may help - considering the architecture of Vulkan, driver issues should be fairly uncommon but I can't imagine they're totally impossible. That being said, the .ini file itself may help rule anything else out.
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Graf Zahl
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by Graf Zahl »

Could you also start the game with '+vk_debug 1' and post the output here? Sometimes that may reveal some problems. But it's still a bit puzzling. The backend code is identical with GZDoom's so there should be no reason for such a difference in effect, and then only to selected items.
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by dpJudas »

Assuming this is an issue with the palette textures, then perhaps AMD has some memory alignment requirement when uploading the textures? I'm not sure what the standard states exactly regarding this.
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Graf Zahl
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by Graf Zahl »

I don't think it's the palette textures. Looking closer at these images, there does seem to be some texture filtering be involved in the artifacts (i.e. mipmap related)
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by dpJudas »

I just checked the standard and you're right that it can't be the upload. Tightly packed uploads via vkCmdCopyBufferToImage is always supported, although the standard does say we should use the optimalBufferCopyRowPitchAlignment device property for optimal copy performance.
Cacodemon345
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by Cacodemon345 »

The visual glitches look really similar to the FXAA glitch I got in GZDoom's first Vulkan iterations.
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Re: [1.0.0] Visual Artifacting in Vulkan mode

Post by dpJudas »

I suppose someone could try upgrade the GLSL compiler to see if it fixes things.

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