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I gather from @doitsujin that this is actually a game bug that doesn't have quite as drastic outcome on AMD. Disabling msaa entirely for the game is likely not wanted because it might sorta kinda work on AMD. Maybe kinda perhaps.
VUID-RuntimeSpirv-samples-08725(ERROR / SPEC): msgNum: -1917995058 - Validation Error: [ VUID-RuntimeSpirv-samples-08725 ] Object 0: handle = 0xfe711100000001df, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0x8dadb7ce | vkCmdDrawIndexed(): the descriptor VkDescriptorSet 0xfe711100000001df[] [Set 0, Binding 2, Index 0, variable "t1"] has image created with VK_SAMPLE_COUNT_4_BIT. The Vulkan spec states: If an OpTypeImage has an MS operand 0, its bound image must have been created with VkImageCreateInfo::samples as VK_SAMPLE_COUNT_1_BIT (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-RuntimeSpirv-samples-08725)
Yeah, the usual game bug where a multisampled texture is bound for sampling, which is UB in d3d10/11 and highly annoying to work around.
In Stalker Clear Sky using the dx10 mode if you turn on Anti Aliasing (msaa) the main menu, and ingame i gather, can become fully garbled up.
Screenshot
Software information
S.T.A.L.K.E.R.: Clear Sky
dx10 mode with AA turned on
System information
Apitrace file(s)
https://drive.proton.me/urls/V0S952F3R8#JqRQnM7x2dpA
Reproduces the issue
Log files
xrEngine_d3d11.log
xrEngine_dxgi.log
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