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Monster Hunter Wilds Beta rendering issues #2183

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tvgold42 opened this issue Nov 1, 2024 · 6 comments
Open

Monster Hunter Wilds Beta rendering issues #2183

tvgold42 opened this issue Nov 1, 2024 · 6 comments

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@tvgold42
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tvgold42 commented Nov 1, 2024

Main issue is LOD problems, random walls of sand that are 1 px thick with no colision, and no ground will load correctly around you if you move at all. Upon crashing, all chromium based applications refuse to open until system is rebooted, but this may be a Nobara specific issue Screenshot is here, Log file is here because of the 25 MB file size limits

Software information

Monster Hunter Wilds Beta, tested on minimum and medium settings, both with and without DLSS. log file and the screenshot was generated with Minimum + DLSS

System information

  • GPU: Nvidia 4060
  • Driver: 565
  • Proton version: Proton GE9.17
@Tropingenie
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Tropingenie commented Nov 1, 2024

Haven't seen a crash myself (also on Nobara 40) but I do see similar rendering issues and similar warnings in the log. Also, the issue seems unrelated to movement, as I see this regardless if I stay still or not. It does seem to get worse when I move, as some sort of LOD kicks in an the terrain nearby stops rendering.

Log: steam-3065170.tar.gz

System Information

  • GPU: Nvidia 4070
  • Driver: 565.57.01
  • Proton: GE9-18

@Tropingenie
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Tropingenie commented Nov 1, 2024

See also ValveSoftware/Proton#8206, particularly ValveSoftware/Proton#8206 (comment) which fixed it for me on the bleeding edge branch of Proton Experimental. Will try GE9-18 next.

@Tropingenie
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Tropingenie commented Nov 1, 2024

Update: Setting "Surface Quality" to low fixes this for me in GE9-18

@tvgold42
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tvgold42 commented Nov 1, 2024

Update: Setting "Surface Quality" to low fixes this for me in GE9-18

This works for the terrain issues, thank you 👍
As for the crashing, try changing the display setting from fullscreen to windowed mode, not 100% confident this will work seemlessly, but seems to constantly crash the game on my system.

@ShadowDrakken
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For crashing, I found turning off DLAA and FSR worked for me and just use Balanced for the Upscaling Mode (which also happens to look WAY better and get better performance). That said, the beta probably has a hundred different things that cause it to crash.

@GoLD-ReaVeR
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Feature level 12.2 is giving me artifacts like this:
https://cdn.discordapp.com/attachments/517945839520448514/1310627745864351877/image.png?ex=67469174&is=67453ff4&hm=fd4993dace9a99b4719259575232edec07b073f34e090bf2882a61ee4b4e3340&

And this is avoided by using feature level 12.0.

I also have the GPU hanging on me mid hunt (I have to wait for quite a bit before my desktop becomes usable again). There are some massive GPU stalls at the moment.

CPU: AMD Ryzen 9 7950X 16-Core Processor
RAM: 64GB
GPU: RTX 3090 Ti
Running wine-tkg with NTSync. The NTSync might be overkill, but I just needed wine to stop using the wineserver so I could max out my GPU.

The performance between my RTX3090Ti on Linux (the parts where it does run) and the RTX4080 laptop on windows seems to be about the same.

I think Wilds is hitting some codepaths currently less traversed by other games and that that is the root of the issue here. DLSS is also not working, no matter how hard I try to turn on NVAPI. What I get popping up during the hangs is these set of messages:
61320.750:0150:01b8:info:vkd3d-proton:vkd3d_pipeline_library_disk_thread_main: Pipeline cache marked dirty. Flush is scheduled.
61324.831:0150:01b8:info:vkd3d-proton:vkd3d_pipeline_library_disk_thread_main: Flushing disk cache (wakeup counter since last flush = 104). It seems like application has stopped creating new PSOs for the time being.

And I'd presume that this is worth investigating.

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