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Resident Evil 7 / Biohazard 7 Teaser: Beginning Hour : Requires 64-bit math #216

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pingubot opened this issue Mar 27, 2018 · 23 comments
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@pingubot
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Hi,

the game Resident Evil 7 / Biohazard 7 Teaser: Beginning Hour need the mentioned function to work:
It is a demo version for Resident Evil 7 / Biohazard 7 avalible on steam: Demo

err: D3D11Device::GetUnorderedAccessViewDescFromResource: Not implemented

Many thanks !
Christian

@pingubot pingubot changed the title Resident Evil 7 / Biohazard 7 Teaser: Beginning Hour needs: err: D3D11Device::GetUnorderedAccessViewDescFromResource: Not implemented Resident Evil 7 / Biohazard 7 Teaser: Beginning Hour needs: D3D11Device::GetUnorderedAccessViewDescFromResource Mar 27, 2018
@doitsujin
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Not sure which version of DXVK you are running, but it's at least several weeks old. Please update.

@pingubot
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@doitsujin : should be a build from 24.03 with only 32bit depth per default removed. But nonetheless will try again with a build from today.

@pingubot
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@doitsujin : sorry,damn, my fault. I had old dlls directly in the binary dir, sorry. I get that error message now :

grafik

The game is still moving forwards despite that error, lets see how far i get.., will report--

@pingubot pingubot changed the title Resident Evil 7 / Biohazard 7 Teaser: Beginning Hour needs: D3D11Device::GetUnorderedAccessViewDescFromResource Resident Evil 7 / Biohazard 7 Teaser: Beginning Hour : Black Screen Mar 27, 2018
@pingubot
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@doitsujin : As long as you don't click ok on the erro message the game will continue to run (capcom logo shows up) but after doing the initial setup then it finally ends in a black screen with only something displayed in the right lower corner.

Few screenshots here:
grafik

grafik

Logs are here:

re7trial_d3d11.log
re7trial_dxgi.log

@doitsujin
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doitsujin commented Mar 27, 2018

Thanks for the update. Looks like this game requires support for 64-bit floats. I wasn't aware of any games which need this so this feature has low priority.

@doitsujin doitsujin changed the title Resident Evil 7 / Biohazard 7 Teaser: Beginning Hour : Black Screen Resident Evil 7 / Biohazard 7 Teaser: Beginning Hour : Requires 64-bit math Mar 27, 2018
@oscarbg
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oscarbg commented Mar 28, 2018

Interesting too see.. maybe someone should open a bug in winehq bug db as may be a motivation by wine devs to support also that game..

@doitsujin
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Latest master implements the required DXBC instructions. The game still crashes, but this is not a DXVK issue:

wine: Call from 0x7b44f1b6 to unimplemented function mfplat.dll.MFCreateMFByteStreamOnStream, aborting
wine: Unimplemented function mfplat.dll.MFCreateMFByteStreamOnStream called at address 0x7b44f1b6 (thread 00a6)

@oscarbg
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oscarbg commented Jun 8, 2018

it's working with latest DXVK on native Windows so it's a wine issue..
in fact worked nice even with older DXVK without this instructions..

@oscarbg
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oscarbg commented Jun 8, 2018

@doitsujin
also now tested the Mandelbrot demo using doubles in HLSL (you may remember already
(http://users.skynet.be/fquake/Mandel_AVX512.zip) I pointed some months ago..
doesn't render correctly and log shows:
warn: DxbcCompiler: Unhandled opcode class: 217
warn: DxbcCompiler: Unhandled opcode class: DxbcOpcode::DMovc
are you interested on adding remaining dmovc instruction?
thanks..

@doitsujin
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@oscarbg Thanks for the heads-up, seems like there's an actual use case for that instruction so I'll implement it at some point.

@oscarbg
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oscarbg commented Aug 17, 2018

Hi @doitsujin,
just tested your new double instructions support with Mandel AVX512 sample..
now utod is added but still missing is dmovc instruction..
fortunately changing code in CSMandelJulia_scalarDouble1 function
double a,b;
a = (julia) ? (double) ja0 : u;
b = (julia) ? (double) jb0 : v;
to:
double a,b;
a = u;
b = v;
fixes it and works OK!
tested also new ddiv,dfma and drcp support:
by changing:
b = b * 0.5;
to:
b = b/2.0;
double4 binv=rcp(b);
a=a*b+binv;
a=fma(a,b,b);
output is not mandelbrot now but render looks equal between DX11 and DXVK so guess you implemented correctly..
thanks for your work..
would be nice if you can add dmovc eventually..

@doitsujin
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doitsujin commented Nov 10, 2018

@oscarbg is it possible for you to create an apitrace of the demo? It doesn't work on my Ryzen CPU, so I can't use it as a test case for the cmovd instruction.

@asumagic
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I made one: http://wyvup.com/?c=A2tW3RV

Reposting here so somebody doesn't waste time running an apitrace himself.

doitsujin added a commit that referenced this issue Nov 10, 2018
Fixes some mandelbrot demo mentioned in #216.
@doitsujin
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I got the plain DX11 version of that demo to run. dmovc is now implemented:
bildschirmfoto-422

@oscarbg
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oscarbg commented Nov 11, 2018

it's working.. so guess can close the issue..

@doitsujin
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it is already closed.

@NextGenRyo
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Sorry, so how did you get the game to work? I'm stuck at the loading screen loading icon just keeps spinning and spinning just like pingubot mentioned. I'm using DXVK 0.94 I dont see any error messages or anything.

@doitsujin
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iirc you need to set up windows media foundation dlls for this game.

@NextGenRyo
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um I read somewhere it was hard to set them up. I had a prefix made with the dlls before for Gris game and was told that would work with other games too if I change its settings to point to the new executable etc. i did that and the game starts but freezes before the loading screen now.

Any easy way to install the dlls onto my original prefix, the one that had the loading screen working?

Oh and with the prefix that has the dlls already I see the original error when the game starts too.

@NextGenRyo
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anything?

@doitsujin
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What exactly is your issue? I have no idea how to set up WMF.

@NextGenRyo
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ah so the game never worked? My issue is the same as pingubots problem above, constant loading with black screen, the intro video wont start after you configure the settings and click start game. All you see is a loading spinning logo on the bottom right.

@Ahmed-E-86
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A manual fix for this game >>> ValveSoftware/Proton#1029 (comment)

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