Oh yeah, forgot to report in mine that I also saw it trying to force dx9 and it took some hacky clicking around various buttons to get it to switch to dx11.
Okay, tested with dx9 & dxvk
I don’t see any lighting issue, neither on my character …
… or on the ground texture, and char shadow
@Onevia Is that the ugliness you had ? Should that be the case, don’t force yourself playing like that, and go back to Windows native DirectX (unless dxvk really improves the game stability, which I highly doubt)
Interesting fact: I also tried with game set on dx9, and dxvk disabled (meaning Wine uses its default DirectX to OpenGL conversion) and the graphic result was the same. So (theory) it could be caused by the way the game engine handles the lighting in dx9 (using some exotic way?), but only the devs got the answer I guess (if you guys are reading us, let us know!). Maybe I could ask the dxvk devs what they think about that, but I’m too busy grinding distillates for now
Yes, that face half shadow thing is the same as I saw. I guess TSW/SWL uses some weird single channel texture mode for all their shadowmaps. (AL16 should be alpha-luminance 16 bit per channel if I understand dds format naming correctly, R16 is… only red and 16 bit channel)
For anyone running Steam and also using nvidia hardware, try signing up for Steam (beta) and see what if anything this update does anything for SWL performance.
Spent a week with the DX9 DVXK as I said. Overall framerates were smoother than DX9 and I saw 0 crashes in I suppose 4-5 hours of gameplay across the week, but… very obvious graphical artifacts. The worst place for that was NYR, it already overlaps a ton of effects having 10 players attacking and the artifacts made the ground a lot darker so it was hard to see the fist telegraphs. I’ll probably wait until I hear an update on it before I keep using it.
Did you adjust gamma?
I don’t think that would help much, the problem is it’s dark grey ground with a grey and white telegraph and then a dozen brightly coloured casting effects on top (2 npcs + whoever’s using grenades, chaos, etc.)
Thanks @Onevia for testing for so long ! Too bad dxvk doesn’t render correctly the game lighting (although I wonder if it’s not the game client who got unusual ways of rendering lights). I should really post on dxvk git and ask the advice from devs.