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Last modified: 2022-01-06 16:08:44 UTC  

The Witcher: Character models are sometimes invisible

Bug 34052 - The Witcher: Character models are sometimes invisible
The Witcher: Character models are sometimes invisible
Status: CLOSED FIXED
AppDB: Show Apps affected by this bug
Product: Wine
Classification: Unclassified
Component: d3d
1.6-rc5
x86 Linux
: P2 normal
: ---
Assigned To: Mr. Bugs
http://www.fileplanet.com/183167/1800...
: download
: 25325 25696 28062 32273 38711 39176 (view as bug list)
Depends on:
Blocks:
  Show dependency tree
 
Reported: 2013-07-13 23:31 UTC by Jeff Cook
Modified: 2022-01-06 16:08 UTC (History)
43 users (show)

See Also:
Regression SHA1:
Fixed by SHA1: 8e696dee5ff05377c8ccc59b4d204eb42d4cdeca
Distribution: ---
Staged patchset:


Attachments
Missing character models (390.59 KB, image/jpeg)
2013-07-13 23:31 UTC, Jeff Cook
Details
Geralt in-dialogue (364.37 KB, image/jpeg)
2013-07-14 00:45 UTC, Jeff Cook
Details
Shani in-dialogue (337.62 KB, image/jpeg)
2013-07-14 00:46 UTC, Jeff Cook
Details
wined3d: Reorder shader constants. (4.89 KB, patch)
2015-02-27 10:02 UTC, Stefan Dösinger
Details | Diff
Range check relative array accesses (1.25 KB, patch)
2015-06-11 17:06 UTC, Matteo Bruni
Details | Diff
Missing parts with unpatched wine (43.61 KB, image/jpeg)
2016-01-26 08:23 UTC, Sergey Isakov
Details
Good picture after the patch (70.74 KB, image/jpeg)
2016-01-26 08:26 UTC, Sergey Isakov
Details

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Description Jeff Cook 2013-07-13 23:31:48 UTC
Created attachment 45258 [details]
Missing character models

As described in the thread on bug #12771, which was recently closed due to the correction of one of the major reported graphical glitches in The Witcher, save games will sometimes load with invisible character models. Only the face and teeth of humans are visible, along with any gear (but not clothing) that may be carried on the character's back.

The occurrence of this issue seems hit and miss -- some people experience almost never, while others experience it almost always. Some registry tweaks involving video memory have been reported to resolve the issue for some.

I've attached a fresh screenshot of the issue, as seen with Wine 1.6-rc5. Geralt's face is clearly visible floating in the foreground, and the four floating helmets and swords in the background are supposed to be full city guard characters.
Comment 1 Jeff Cook 2013-07-14 00:45:08 UTC
Created attachment 45259 [details]
Geralt in-dialogue

Close-up from a dialogue scene
Comment 2 Jeff Cook 2013-07-14 00:46:00 UTC
Created attachment 45260 [details]
Shani in-dialogue

Close-up from dialogue scene
Comment 3 Jeff Cook 2013-07-14 00:49:11 UTC
I have attempted setting the VideoMemorySize key. It does not resolve the issue for me, but it increases load time on the main menu extremely much.
Comment 4 Xavier Vachon 2013-07-14 02:00:44 UTC
Many games suffer from that bug. See my report here notably for the Witcher, but also for Heroes VI and the King's bounty series : http://bugs.winehq.org/show_bug.cgi?id=32273
Comment 5 Andrey Gusev 2013-08-13 04:40:04 UTC
Confirming on 1.7.0.
Bug can be reproduced in demo http://www.fileplanet.com/183167/180000/fileinfo/The-Witcher-Demo
Comment 6 Austin English 2013-08-13 13:06:02 UTC
(In reply to comment #5)
> Confirming on 1.7.0.
> Bug can be reproduced in demo
> http://www.fileplanet.com/183167/180000/fileinfo/The-Witcher-Demo

Confirming.
Comment 7 ewomer 2013-10-13 10:31:53 UTC
Also in the GoG version of the game.
Comment 8 Konrad Materka 2013-10-19 11:00:18 UTC
1.7.4 also affected
Comment 9 Konrad Materka 2013-10-23 13:04:51 UTC
This bug happens only from time to time on my machine, so it is really hard to find. I tried bisecting wine code, but I hard hard time to reproduce it. On newest wine it happens one time for something like 20 runs.
Comment 10 Sean 2013-12-13 15:48:51 UTC
I have the same issue with Wine 1.7.8 (tried many other versions too).  It happens to me every time.  I always just see eyeballs and teeth. Given the repeatability on my system, if there are any diagnostics I can run to help locate the issue, let me know.
Comment 11 Konrad Materka 2013-12-15 12:23:27 UTC
Sean, if you can do regression testing: http://wiki.winehq.org/RegressionTesting
Comment 12 Andrey Gusev 2014-02-04 04:29:45 UTC
New link is http://www.gamershell.com/download_22384.shtml

Many times have launched on 1.7.11 and models are not an invisible as for now.
Driver 331.38. Need to test by someone else.
Comment 13 ewomer 2014-02-04 09:23:28 UTC
I can verifiy with wine 1.7.11 and nvidia driver 331.38 on gentoo am64 that the char is no longer invisible.
Comment 14 Bruno Jesus 2014-02-10 06:13:21 UTC
Confirmed fixed by two different people that were able to reproduce the issue.
Comment 15 Bruno Jesus 2014-02-10 06:14:01 UTC
(In reply to comment #14)
> Confirmed fixed by two different people that were able to reproduce the
> issue.
Comment 16 Deve 2014-02-16 04:28:29 UTC
Tested with wine 1.7.11 and nvidia 331.38 a while ago and bug still occurs.

Perhaps problem was fixed by updating other packages?

I don't have any problems when I run game using intel graphics card. But when I use nvidia through bumblebee, I see this bug.

Wine without any changes in configuration.
Comment 17 John 2014-02-16 06:59:09 UTC
Tried today with wine 1.7.12 and 1.7.10 nvidia 331.38-2 on arch. Still have this bug, installed only d3dx9_36 to fix black screen. Also tried all sorts of combinations of GLSL, Video memory, Offscreen renderer and Render target mode lock, nothing seems to work
Comment 18 John 2014-02-16 07:15:47 UTC
(In reply to comment #17)
> Tried today with wine 1.7.12 and 1.7.10 nvidia 331.38-2 on arch. Still have
> this bug, installed only d3dx9_36 to fix black screen. Also tried all sorts
> of combinations of GLSL, Video memory, Offscreen renderer and Render target
> mode lock, nothing seems to work

Ok, I tried it again on xfce4. It works perfectly in there. However when using i3 it doesn't.
Comment 19 Deve 2014-02-17 02:58:53 UTC
Is there possibility to reopen bug report? Current wine and nvidia drivers 331.38 don't solve this issue for me.
Comment 20 Blake 2014-02-17 12:11:32 UTC
I may have just found the userside fix. Seems the issue actually relates to using native d3dx9_36.dll with the nvidia driver.

Having the same symptom everyone's describing. I'm on Fedora 20 64-bit, affects the 1.7.8 version the distro provides, also affected various versions I built on my own: 1.6.2, 1.7.11 and 1.7.12, only custom option was --without-gstreamer. Using nvidia 331.38 driver and the Steam version of the game.

After going backwards I upgraded back to 1.7.12. I then ran regedit and manually changed d3dx9_36 from native to builtin (see: HKEY_CURRENT_USER\Software\Wine\DllOverrides). Character models are now loading perfectly fine. I'll start a playthrough this week to confirm if it's stable. I'm not getting a black screen with 1.7.12.
Comment 21 Alexandre Julliard 2014-02-20 12:36:36 UTC
Closing bugs fixed in 1.7.13.
Comment 22 wellsaid 2014-02-21 14:57:36 UTC
For me the bug is still there, either whit wine 1.7.13
Comment 23 Jeff Cook 2014-02-21 15:02:11 UTC
This bug is no longer immediately present for me. I only tried once, but the models were there.
Comment 24 Deve 2014-02-21 15:06:43 UTC
I tried once again with wine 1.7.13 and nvidia 331.38 and I still have the same bug...
Comment 25 MikhailZ 2014-04-21 12:11:05 UTC
I catched this bug on every wine version I used. It is 1.7.17 now.

I found interesting fact. I hope it will be usefull.
When my game was on ext4 FS this bug was in 1 cases of 10
When I moving game, steam and wine prefix on btrfs I catch it in 9 cases of 10!
Comment 26 Deve 2014-04-22 02:07:22 UTC
Why this f***ing bug closed and there is no possibility to reopen it?

In my case:
 - when I use nvidia with bumblebee - 10/10
 - when I use nvidia prime - maybe 1-3/10, so it's playable.
 - with integrated intel - 0/10, playable but on medium details

Bug also occurs more rarely when I have already opened other wine application.

So, I suppose that loading data from btrfs is slower than from ext4 ;-)
Comment 27 Austin English 2014-04-22 12:07:54 UTC
(In reply to Deve from comment #26)
> Why this f***ing bug closed and there is no possibility to reopen it?
> 
> In my case:
>  - when I use nvidia with bumblebee - 10/10
>  - when I use nvidia prime - maybe 1-3/10, so it's playable.
>  - with integrated intel - 0/10, playable but on medium details
> 
> Bug also occurs more rarely when I have already opened other wine
> application.
> 
> So, I suppose that loading data from btrfs is slower than from ext4 ;-)

There are multiple bugs, it appears. Likely your issue is either with the bumblebee driver, or btrfs.
Comment 28 Matteo Bruni 2014-04-22 13:49:42 UTC
(In reply to Austin English from comment #27)
> There are multiple bugs, it appears. Likely your issue is either with the
> bumblebee driver, or btrfs.

No, it's more likely that there is a single, not clearly reproducible, bug.

I can still reproduce this sometimes with current Wine, using Nvidia binary drivers (and no bumblebee or btrfs or anything weird). I tried to investigate this some time ago but with no real luck. IIRC an interesting tidbit was that replaying a game trace recorded with apitrace multiple times might give different results on different runs.

It looks like this happens only on Nvidia binary drivers? This might be a driver bug, although I don't have any hard evidence of that. OTOH, I'm pretty sure this is not FIXED.
Comment 29 Andrey Gusev 2014-04-24 10:09:52 UTC
Still an issue with the latest Wine.
Comment 30 Nicky 2014-05-28 07:05:11 UTC
Bug occurs when using optirun/primusrun to run the game.

If I use the intel gfx everything is fine. I haven't tried dri prime though
Comment 31 Deve 2014-05-28 07:16:47 UTC
(In reply to Nicky from comment #30)
> Bug occurs when using optirun/primusrun to run the game.
> 
> If I use the intel gfx everything is fine. I haven't tried dri prime though

It also occurs with nvidia prime but much more rarely.


@Austin English
> There are multiple bugs, it appears. Likely your issue is either with the 
> bumblebee driver, or btrfs.

I wrote about btrfs because someone other said that it occurs much more frequently on btrfs. I suppose that some kind of data must be loaded fast enough. If it's not loaded on time, then we see this bug. It's because I wrote that ext4 is faster file system.
Comment 32 Nicky 2014-06-02 10:08:02 UTC
Possibly the same bug as bug #25325 ?

Missing models again occur only with nvidia drivers and some users report that they can get all models loaded after several tries (never happened with me though...)
Comment 33 Nicky 2014-07-10 05:56:04 UTC
I can confirm that when using DP output attached directly to the nvidia card and no primus/optirun I can get textures in all problematic games approximately every other time that I start them.

When running with primus/optirun I have yet to get textures in Witcher on Titan quest.
Comment 34 bugzilla 2014-08-17 18:13:25 UTC
I can confirm on 

# uname -a
FreeBSD fbsdmain 10.0-RELEASE FreeBSD 10.0-RELEASE #0 r260789: Thu Jan 16 22:34:59 UTC 2014     root@snap.freebsd.org:/usr/obj/usr/src/sys/GENERIC  amd64

% wine --version
wine-1.7.23

% glxinfo | grep -i version
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
OpenGL core profile version string: 4.3.0 NVIDIA 340.32
OpenGL core profile shading language version string: 4.30 NVIDIA via Cg compiler
OpenGL version string: 4.4.0 NVIDIA 340.32
OpenGL shading language version string: 4.40 NVIDIA via Cg compiler

This bug is triggered *every time* on my system. Really annoying... is there any workaround?

Thanks for your help!
Comment 35 Eric 2014-08-26 16:21:40 UTC
There is a potential work around that works for me.

Once the game is running, switch to Virtual Console 1 (ctrl + alt + f1) and return to X (ctrl + alt + f7).  This corrects the invisible character problem, although I need to repeat this each time I run the game.
Comment 36 bugzilla 2014-09-06 09:37:22 UTC
I have to correct myself: after setting the options

"OffscreenRenderingMode"="fbo" 
"RenderTargetLockMode"="textex" 

it works /most of the time/.

I had this bug a few times as well:
https://bugs.winehq.org/show_bug.cgi?id=25696

But restarting the computer (sic) "fixes" the issue.
Comment 37 Deve 2014-09-06 13:38:49 UTC
@up

I'm not sure what you actually did, but http://wiki.winehq.org/UsefulRegistryKeys says that OffscreenRenderingMode is by default set to "fbo". And RenderTargetLockMode doesn't have property "textex" (only "disabled", "readdraw", "readtex").
Comment 39 M 2014-11-15 13:13:57 UTC
Arch, wine 1.7.30, Xorg 1.16.2, Awesome

Compton running -> invisible characters
Compton not running -> visible characters
Comment 40 Nicky 2014-11-20 05:43:13 UTC
(In reply to Deve from comment #38)
> https://bugs.winehq.org/attachment.cgi?id=45260
> Shani is the best :-D
> 
> I reported this bug to nvidia:
> https://devtalk.nvidia.com/default/topic/773623/linux/character-models-are-
> sometimes-invisible-in-the-witcher-game/

Hey,

nvidia guys are requesting more details. I have provided a post, but for some reason I've fallen victim to the auto banner of the nvidia forums. Please repost this:

As mentioned in the wine bug, it happens all the time to people using primus/optirun. The bug does occur when running an application directly on the nvidia card (via directly attached to the device display port) but much more rarely. It also occurs with nvidia prime setup but much more rarely.

Tl;Dr;

You need a dual video card machine where the nvidia card renders through bumblebee in order to get the bug every time. Otherwise it is a hit or a miss.
Comment 41 M 2014-11-20 16:45:25 UTC
(In reply to Lauern from comment #39)
> Arch, wine 1.7.30, Xorg 1.16.2, Awesome
> 
> Compton running -> invisible characters
> Compton not running -> visible characters

Forgot to mention, GTX 750 Ti with driver 343.22, single GPU so no optirun/bumblebee/whatever. GOG version of the game.
Comment 42 Stefan Dösinger 2015-02-27 10:02:43 UTC
Created attachment 50908 [details]
wined3d: Reorder shader constants.

Can you give this patch a try? It may fix the bug.

The issue here is that The Witcher reads past the end of the vertex shader constant array and gets an undefined value back. On paper d3d promises to return (0.0, 0.0, 0.0, 0.0) in this case, which makes The Witcher happy. In practise d3d isn't reliable either, but reads > 255 return 0 and reads < 0 return other data.

If you have two GPUs please test this patch with both of them. There's a risk that this patch fixes Nvidia GPUs and breaks others.
Comment 43 Matteo Bruni 2015-02-27 13:09:58 UTC
(In reply to Stefan Dösinger from comment #42)
> Created attachment 50908 [details]
> wined3d: Reorder shader constants.
>
> If you have two GPUs please test this patch with both of them. There's a
> risk that this patch fixes Nvidia GPUs and breaks others.

Indeed it does break rendering on Evergreen with Mesa :/
Specifically some wooden planks / wheels / boxes flicker with changing colors.

The patch seems to workaround the bug on Nvidia as expected.
Comment 44 Stefan Dösinger 2015-03-13 06:26:52 UTC
I tested my patch on r600g and indeed some geometry that looked OK previously now starts to flicker.

With a different test I looked what the driver returns for reads with indices < 0 and > 255. My patch works as intended in the sense that it moves the int constants into the general range of c[-1] to c[-30]. Unfortunately the driver returns random values for uniforms that aren't defined by our shader, whereas Nvidia pretty reliably returns 0 for them. So instead of reading wrong but stable values (the int constants) the game now reads wrong and unstable values.
Comment 45 Matteo Bruni 2015-06-11 16:58:05 UTC
*** Bug 38711 has been marked as a duplicate of this bug. ***
Comment 46 Matteo Bruni 2015-06-11 17:06:59 UTC
Created attachment 51668 [details]
Range check relative array accesses

I'm attaching an alternative fix from bug 38711. This one SHOULD work without regressions but it will probably have somewhat of a performance impact. AFAICS not even ARB_robust_buffer_access_behavior guarantees any specific result. From the spec: "Out-of-bounds reads return undefined values".

I'm not sure we want this patch in Wine but I don't know of any other "safe" fix.
Comment 47 Freso 2015-06-11 18:01:41 UTC
The patch from comment #(In reply to Stefan Dösinger from comment #42)
> Created attachment 50908 [details]
> wined3d: Reorder shader constants.

This patch fixes the issue for me.
Comment 48 Freso 2015-06-12 12:59:08 UTC
(In reply to Matteo Bruni from comment #46)
> Created attachment 51668 [details]
> Range check relative array accesses

This patch also seems to work for me.
Comment 49 Freso 2015-06-21 07:35:15 UTC
I've tested the two proposed patches. Is there anything else I can do to improve on the chances for a fix getting approved?
Comment 50 Matteo Bruni 2015-06-23 15:08:55 UTC
(In reply to Freso from comment #49)
> I've tested the two proposed patches. Is there anything else I can do to
> improve on the chances for a fix getting approved?

Thanks for testing!

No, I think that's all you can do. The problem is that my patch probably introduces a performance hit for a check that is usually unnecessary while Stefan's might not work depending on drivers' uniforms allocation patterns, so we don't have a clear way forward.

Maybe I should just go with something like my patch but with a registry setting to disable it?
Comment 51 Freso 2015-07-01 10:18:30 UTC
I don't know the best way to move forward, but it would be great to not have to custom patch Wine on each update (though of course, at least there *is* a patch!), so if making a reg. entry for it is the best way to go, then please go for it. :)
Comment 52 M 2015-07-01 10:41:08 UTC
(In reply to Freso from comment #51)
> I don't know the best way to move forward, but it would be great to not have
> to custom patch Wine on each update (though of course, at least there *is* a
> patch!), so if making a reg. entry for it is the best way to go, then please
> go for it. :)

Registry entry sounds good to me too, and would make it trivial to handle this with, for example, winetricks.
Comment 53 Ken Sharp 2015-07-06 07:58:22 UTC
*** Bug 25696 has been marked as a duplicate of this bug. ***
Comment 54 Matteo Bruni 2015-07-06 15:58:17 UTC
(Replying to bug 25696 comment 19)
Fever, how much of a performance hit do you get with my patch?
Comment 55 Fever 2015-07-07 01:50:57 UTC
(In reply to Matteo Bruni from comment #54)
> (Replying to bug 25696 comment 19)
> Fever, how much of a performance hit do you get with my patch?

It seems like I was talking nonsense... just felt like it had less performance (last time I played the game was through NVIDIAS optimus support where you cannot switch and have lots of tearing there it felt a bit faster (or better I could turn on the AA) now I'm using bumblebee)

From what I get know from my benchmark I even get an overall performance gain of 8 fps with this patch using primusrun. Plain wine run with primusrun I get like 30 fps in the temple quarter in vizima. With patch 38 and no artifacts. Measured over 2 minutes.

So I have to withdraw my previous comment when stating I got a performance hit.

Sorry for the false information!

Relevant System Information:

Awesome WM
1280x720
NVIDIA Corporation GK208M [GeForce GT 740M]
Intel(R) Core(TM) i7-3612QM CPU @ 2.10GHz

Witcher Settings:
No AA nor AF
Rest to high.
Comment 56 Stefan Dösinger 2015-07-07 04:54:46 UTC
A performance gain seems really odd. Are you sure you benchmarked it right?

I expect the performance impact of this change to only show up in a GPU-limited situation. So it'd be interesting to run on a high resolution with multisampling and filtering set to the maximum. You can also try my CSMT patches to speed up things on the CPU side and then apply Matteo's hack on top of that.
Comment 57 Fever 2015-07-07 05:02:06 UTC
I'm definetly not sure. I'll benchmark it again with your given advices. I also got a little heat problem with my laptop maybe that was the cause of the performance gain.

FYI I tried with your CSMT patches but this resulted for me in a very strange bug:
periodically freezes of the picture. The game went on and jumped after a few seconds back to normal. Maybe I messed up the build so I'll try it again.
Comment 58 Fever 2015-07-07 07:11:50 UTC
This time I tried to be more precise. As soon as my cpu throttled down I stopped benchmarking (around a minute). This is without CSMT patches just because I don't have enough time today to apply the patches and recompile.

Settings:
everything max
1366x768 (sry but my laptop display doesn't support higher resolutions and I don't have another machine or monitor at hand)

My results

Plain wine:   34.67 fps average (last time value has to be a thermal issue)
patched wine: 33.68 fps average

I am still not quite sure if these values are correct as my cpu may be the problem, like I said I tried to only use the values before any overheating took place to get decent values but you never know :D. Maybe someone else should benchmark this too.
Comment 59 Freso 2015-08-09 03:30:31 UTC
Is anything holding back the/a patch right now? It would be great to not have to custom patch Wine every update. :)
Comment 60 Storm Engineer 2015-11-28 19:08:24 UTC
Arch Linux, up to date packages
NO bumblebee, NO optirun, ext4

Bug happens every single time, game is unplayable. :(
Comment 61 Le Gluon du Net 2015-11-28 19:16:07 UTC
Bug still present with Wine 1.8rc1 each time I run the game.

My config: 
Ubuntu 15.10 Wily 64 bits
NVIDIA  GeForce GTX 770
official Ubuntu Nvidia drivers 340.93 resolution 1920x1080
Processor Intel i5-3570 3,4 Ghz
8 Go RAM
Comment 62 Arthur Huillet 2015-11-29 03:01:21 UTC
Reproducing here my reply from https://devtalk.nvidia.com/default/topic/773623/linux/character-models-are-sometimes-invisible-in-the-witcher-game/

---

We have investigated this issue and found out the cause of the problem.
An OpenGL vertex shader (generated by Wine based on a D3D shader in the Witcher) is created with the following uniform:
uniform vec4 vs_c[256];

The shader then dereferences vs_c[x], with "x" a dynamically computed value that sometimes exceeds 255. Reading outside of the bounds of a uniform array in GLSL is undefined behavior, which means that the implementation is allowed to do whatever it likes. On NVIDIA GPUs, the value returned will sometimes be 0.0, and sometimes different.
Since this value is used to warp the bones of the characters (to animate them), having an unpredictable value can result in some vertices being offscreen and even some geometry disappearing entirely.

The problem is not a NVIDIA bug, since the application is asking the GPU to do something that is undefined in the specification. We have been working with Wine on the investigation of this issue, and have also communicated our findings to the developers of the game.
A patch on the Wine bug tracker appears to work around the issue.

---


Arthur Huillet
NVIDIA Linux Graphics
Comment 63 Freso 2015-11-29 04:47:37 UTC
attachment 50908 [details] and attachment 51668 [details] both work as workarounds, but the decisions seems to be to implement this in a toggleable fashion, since there might be a performance hit. I think we're waiting for either Fever to do more performance tests or Matteo Bruni to rewrite his patch. Not entirely sure which.
Comment 64 Storm Engineer 2015-11-29 07:40:23 UTC
I wonder, if the patches exist since several months, why a fix is still not implemented?
Comment 65 Stefan Dösinger 2015-11-29 15:25:56 UTC
Because it's a problem in one game only, it is arguably a game bug, and because the hack has the potential to cause a slowdown in all other games.

It would be nicer if we could get a semi-reliable 0.0 return from out of bounds reads without an explicit range check - attachment 50908 [details] is an attempt in that direction, but it has other problems that are difficult to address.
Comment 66 Sergey Isakov 2016-01-25 02:31:49 UTC
(In reply to Stefan Dösinger from comment #65)
> Because it's a problem in one game only, it is arguably a game bug, and
> because the hack has the potential to cause a slowdown in all other games.
> 
> It would be nicer if we could get a semi-reliable 0.0 return from out of
> bounds reads without an explicit range check - attachment 50908 [details] is
> an attempt in that direction, but it has other problems that are difficult
> to address.

Not one game. It seems bug 32273 is the same.
Games Heroes of Might And Magic VI and King's Bounty:* affected same way. And only on Nvidia. The bug appears in MacOSX so it doesn't depend on linux drivers. 

As well I encounter a bug with index shader out of range in game Sims 2 Season (bug 8051) that proposed a software rendering. I don't know if it is related just my thoughts.
Comment 67 Le Gluon du Net 2016-01-25 07:20:48 UTC
I don't know if it is related to this bug: the "The longest Journey", some character models are sometimes invisible too:
https://bugs.winehq.org/show_bug.cgi?id=11819
https://bugs.winehq.org/show_bug.cgi?id=31278
Comment 68 Sergey Isakov 2016-01-25 07:53:12 UTC
(In reply to legluondunet@free.fr from comment #67)
> I don't know if it is related to this bug: the "The longest Journey", some
> character models are sometimes invisible too:
> https://bugs.winehq.org/show_bug.cgi?id=11819
> https://bugs.winehq.org/show_bug.cgi?id=31278

No, 11819 is a different bug. It is affected by Radeon drivers as well and corrected by those patchset.
Comment 69 Matteo Bruni 2016-01-25 15:56:36 UTC
(In reply to Sergey Isakov from comment #66)
> (In reply to Stefan Dösinger from comment #65)
> > Because it's a problem in one game only, it is arguably a game bug, and
> > because the hack has the potential to cause a slowdown in all other games.
> > 
> > It would be nicer if we could get a semi-reliable 0.0 return from out of
> > bounds reads without an explicit range check - attachment 50908 [details] is
> > an attempt in that direction, but it has other problems that are difficult
> > to address.
> 
> Not one game. It seems bug 32273 is the same.
> Games Heroes of Might And Magic VI and King's Bounty:* affected same way.

Does attachment 51668 [details] make any difference for those games?
Comment 70 Sergey Isakov 2016-01-26 08:22:06 UTC
(In reply to Matteo Bruni from comment #69)
> (In reply to Sergey Isakov from comment #66)
> > (In reply to Stefan Dösinger from comment #65)
> > > Because it's a problem in one game only, it is arguably a game bug, and
> > > because the hack has the potential to cause a slowdown in all other games.
> > > 
> > > It would be nicer if we could get a semi-reliable 0.0 return from out of
> > > bounds reads without an explicit range check - attachment 50908 [details] is
> > > an attempt in that direction, but it has other problems that are difficult
> > > to address.
> > 
> > Not one game. It seems bug 32273 is the same.
> > Games Heroes of Might And Magic VI and King's Bounty:* affected same way.
> 
> Does attachment 51668 [details] make any difference for those games?

Yes, preliminary testing, not final.
Attached screens before patching and after the patch.
Game Might & Magic.Heroes 6.Gold Edition.v 2.1.1.0 + 4 DLC
It is not me who tested ;( , in my case Radeon graphics has no such problem.
Comment 71 Sergey Isakov 2016-01-26 08:23:51 UTC
Created attachment 53516 [details]
Missing parts with unpatched wine
Comment 72 Sergey Isakov 2016-01-26 08:26:55 UTC
Created attachment 53517 [details]
Good picture after the patch

The user has a crash but I waiting some more testing. It may be other reason.
Comment 73 John 2016-01-26 11:11:49 UTC
So I started playing this game again after quite some time.

Now I have a different laptop, an Asus N550JV, running arch linux. I find that with the lastest wine (1.9.2-1), I get this bug if I activate my nvidia card, but I have no bug running on the Intel card. If there's some more advanced reports I can provide I would be happy to do so, but the game is playable for me on Intel right now.
Comment 74 Sergey Isakov 2016-01-28 13:23:32 UTC
New result.
Patch from Matteo did the work. Patch from Stefan - no.
Game Might & Magic.Heroes 6.Gold Edition.v 2.1.1.0. Nvidia graphics.
Comment 75 Matteo Bruni 2016-03-02 12:31:48 UTC
A variant of my patch was just committed as 8e696dee5ff05377c8ccc59b4d204eb42d4cdeca. It's disabled by default, to enable it you can set the HKCU/Software/Wine/Direct3D/CheckFloatConstants registry key to "enabled".
Comment 76 Sergey Isakov 2016-03-04 11:44:09 UTC
(In reply to Matteo Bruni from comment #75)
> A variant of my patch was just committed as
> 8e696dee5ff05377c8ccc59b4d204eb42d4cdeca. It's disabled by default, to
> enable it you can set the HKCU/Software/Wine/Direct3D/CheckFloatConstants
> registry key to "enabled".

I got a message that the bug is fixed by this commit.
Tested games:
Heroes of Might & Magic VI
King's Bounty: Armored Princess - bug 32273
Titan Quest - bug 25325
For my mind these bugs can be closed fixed by this commit.
Comment 77 Sergey Isakov 2016-03-04 12:07:40 UTC
Bug 30550 should be fixed as well if someone with Nvidia test it.
Comment 78 Pekka Helenius 2016-03-06 08:43:15 UTC
CheckFloatConstants fixes same "invisible characters" issue in Grim Dawn, too.
Comment 79 Alessandro Pezzoni 2016-03-22 09:45:09 UTC
Enabling CheckFloatConstants doesn't fix bug 30550 (invisible sprites in Rayman Origins).

Tested on ArchLinux, wine version 1.9.5, with an nVidia GeForce 560 Ti, proprietary driver version 361.28.
Comment 80 Maty Aguiló 2016-03-31 15:36:09 UTC
Enabling "CheckFloatConstants" works. I've played several hours without encountering this bug again.
Archlinux, Wine 1.9.6 with the Nvidia blob (GTX 780ti)
Comment 81 vartaghan 2016-04-22 15:18:36 UTC
Hi all,

Tested today with Debian Jessie, wine 1.9.8 from the winehq repository, Nvidia blob (GTX680 - nouveau would not let me load a game).

Unfortunately, after 4 launches of the game, the bug was still present twice.

Do not hesitate to contact me to give further information, testing and logs if needed.
Comment 82 super_man 2016-04-22 15:30:36 UTC
(In reply to vartaghan from comment #81)
> Hi all,
> 
> Tested today with Debian Jessie, wine 1.9.8 from the winehq repository,
> Nvidia blob (GTX680 - nouveau would not let me load a game).
> 
> Unfortunately, after 4 launches of the game, the bug was still present twice.
> 
> Do not hesitate to contact me to give further information, testing and logs
> if needed.

"A variant of my patch was just committed as 8e696dee5ff05377c8ccc59b4d204eb42d4cdeca. It's disabled by default, to enable it you can set the HKCU/Software/Wine/Direct3D/CheckFloatConstants registry key to "enabled". "

Did you enable the patch before testing?
Comment 83 vartaghan 2016-04-23 05:37:10 UTC
I had to create the HKCU/Software/Wine/Direct3D/CheckFloatConstants registry key as there was no Direct3D under Wine in my registry. I set it to "enabled" (double quote included).
Comment 84 super_man 2016-04-23 07:10:50 UTC
I think you shouldnt include "" in registery.
Comment 85 vartaghan 2016-04-24 04:00:06 UTC
I removed the quotes and the bug did not reproduce so far on about half a dozen launch. My bad, I think it's good now.
Comment 86 Bruno Jesus 2016-04-24 13:19:24 UTC
Matteo, the patch was committed (8e696dee5ff05377c8ccc59b4d204eb42d4cdeca) and the game works, so we can consider it as fixed using the registry switch or there are more things to do in order to fix this?
Comment 87 Ottopower 2016-05-22 07:19:33 UTC
Tested with all the King's Bounty in the Ultimate Edition (more than 10 hours with King's Bounty The Legend) and Fantasy Wars and it works perfectly.
Comment 88 Bruno Jesus 2016-05-26 19:05:09 UTC
(In reply to vartaghan from comment #85)
> I removed the quotes and the bug did not reproduce so far on about half a
> dozen launch. My bad, I think it's good now.

(In reply to Ottopower from comment #87)
> Tested with all the King's Bounty in the Ultimate Edition (more than 10
> hours with King's Bounty The Legend) and Fantasy Wars and it works perfectly.

Assuming as fixed by 2 different people.
Comment 89 Alexandre Julliard 2016-05-27 09:43:34 UTC
Closing bugs fixed in 1.9.11.
Comment 90 Michael Stefaniuc 2016-08-22 10:10:42 UTC
Removing 1.8.x milestone from bugs included in 1.8.4.
Comment 91 Nicky 2016-09-11 01:58:47 UTC
Could someone please add the option in the "Useful registry keys" wiki ( https://wiki.winehq.org/Useful_Registry_Keys ) so I don't have to browse through the bug report to find the workaround. I would do it myself, but I don't have access.
Comment 92 Matteo Bruni 2016-09-12 14:13:07 UTC
(In reply to Nicky from comment #91)
> Could someone please add the option in the "Useful registry keys" wiki (
> https://wiki.winehq.org/Useful_Registry_Keys )

I already did some time ago.
Comment 93 Matteo Bruni 2016-11-25 18:36:34 UTC
*** Bug 25325 has been marked as a duplicate of this bug. ***
Comment 94 Józef Kucia 2017-01-10 05:19:22 UTC
*** Bug 32273 has been marked as a duplicate of this bug. ***
Comment 95 Bruno Jesus 2017-04-07 10:24:36 UTC
*** Bug 39176 has been marked as a duplicate of this bug. ***
Comment 96 Jeff Zaroyko 2018-12-03 01:48:25 UTC
*** Bug 28062 has been marked as a duplicate of this bug. ***
Comment 97 fungos 2022-01-06 16:08:44 UTC
Hello, just to give more (unneeded) feedback! :)

With Manjaro, GTX 770, Drivers 470.94, wine 7.0-rc2 the issue was 100%.
After a bit googling I found the NVidia discussion and the link to this issue.

Adding the registry key solved it, thanks Matteo!


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