[GH-ISSUE #978] Linux Bloodbourne Missing Geometery #296

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opened 2026-02-27 21:05:34 +03:00 by kerem · 20 comments
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Originally created by @mxli2025 on GitHub (Sep 18, 2024).
Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/978

Screenshot from 2024-09-18 21-42-38

above is what it looks like on first load

below is after running around abit quitting to mainmenu and reloading

Screenshot from 2024-09-18 21-58-54

Loading bug maybe ? as it can display it

LCD Deck
Mint 22
no mods

Originally created by @mxli2025 on GitHub (Sep 18, 2024). Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/978 ![Screenshot from 2024-09-18 21-42-38](https://github.com/user-attachments/assets/2e78514d-99aa-4eb9-bbb3-07701d268248) above is what it looks like on first load below is after running around abit quitting to mainmenu and reloading ![Screenshot from 2024-09-18 21-58-54](https://github.com/user-attachments/assets/e5bb7711-024f-4172-ae74-259a7ae4d122) Loading bug maybe ? as it can display it LCD Deck Mint 22 no mods
kerem 2026-02-27 21:05:34 +03:00
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@gurrgur commented on GitHub (Sep 18, 2024):

I have the same issue on Arch Linux / RX6700XT / RADV. I can also confirm that on second load most of the time, the geometry data loads properly.

I did two traces in Renderdoc (first with missing meshes and second with no missing meshes) and noticed that some vs input vertex buffers and index buffers are filled with zeros only on the trace with missing meshes.

My (uneducated) theory on this is that when the game loads in new assets from disk, due to some unknown reason (perhaps sync issue like missing fence / barrier?) the meshes are only partly loaded into GPU memory. On the second load, the data is already cashed in system memory so that the upload to GPU is quick enough to complete in time. Rdoc also shows, that a compute shader acesses these buffer objects before they are passed to the VS stage (which is part of a depth pass IIRC).

Also, I'd like to add that when moving from one area to another, the geometry disappears again. For example, load into central yarnham and climb the ladder. After some steps on the ladder, the screen will turn grey for a short amount of time and after that the meshes will be gone.

<!-- gh-comment-id:2359593057 --> @gurrgur commented on GitHub (Sep 18, 2024): I have the same issue on Arch Linux / RX6700XT / RADV. I can also confirm that on second load most of the time, the geometry data loads properly. I did two traces in Renderdoc (first with missing meshes and second with no missing meshes) and noticed that some vs input vertex buffers and index buffers are filled with zeros only on the trace with missing meshes. My (uneducated) theory on this is that when the game loads in new assets from disk, due to some unknown reason (perhaps sync issue like missing fence / barrier?) the meshes are only partly loaded into GPU memory. On the second load, the data is already cashed in system memory so that the upload to GPU is quick enough to complete in time. Rdoc also shows, that a compute shader acesses these buffer objects before they are passed to the VS stage (which is part of a depth pass IIRC). Also, I'd like to add that when moving from one area to another, the geometry disappears again. For example, load into central yarnham and climb the ladder. After some steps on the ladder, the screen will turn grey for a short amount of time and after that the meshes will be gone.
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@gurrgur commented on GitHub (Sep 18, 2024):

Oh and this is a RADV only issue. amdvlk has no missing meshes (though it has waaaaaaay worse perf).

And finally, sometimes it looks like some of the zero filled vertex buffers are instead filled with garbage data leading to flicker. Seems kind of random and apparently depends on timing.

<!-- gh-comment-id:2359596171 --> @gurrgur commented on GitHub (Sep 18, 2024): Oh and this is a RADV only issue. amdvlk has no missing meshes (though it has waaaaaaay worse perf). And finally, sometimes it looks like some of the zero filled vertex buffers are instead filled with garbage data leading to flicker. Seems kind of random and apparently depends on timing.
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@LNDF commented on GitHub (Sep 19, 2024):

Same issue. Fedora 40 using RADV.

It might be nice to see what the validation layers print out.

<!-- gh-comment-id:2360870574 --> @LNDF commented on GitHub (Sep 19, 2024): Same issue. Fedora 40 using RADV. It might be nice to see what the validation layers print out.
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@mxli2025 commented on GitHub (Sep 19, 2024):

issue #976 , seems to be similar. Windows on a nVidia card.

<!-- gh-comment-id:2361270562 --> @mxli2025 commented on GitHub (Sep 19, 2024): issue #976 , seems to be similar. Windows on a nVidia card.
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@grassponderer commented on GitHub (Sep 23, 2024):

Same here. Arch, 6900XT using vulkan-radeon, tested on linux, linux-zen, and linux-cachyos, no difference.

When I tried amdvlk, got to the first loading screen before the area loads in, then shadps4 crashes. I don't know if it's helpful, but I noticed that I get the following error spammed repeatedly:
[Render.Vulkan] <Error> tile_manager.cpp:TryDetile:391: Unsupported tiled image: R32Sfloat (Depth_MacroTiled)
Don't have enough background as to whether or not this might point to the cause of the issue though.

<!-- gh-comment-id:2369429311 --> @grassponderer commented on GitHub (Sep 23, 2024): Same here. Arch, 6900XT using vulkan-radeon, tested on linux, linux-zen, and linux-cachyos, no difference. When I tried amdvlk, got to the first loading screen before the area loads in, then shadps4 crashes. I don't know if it's helpful, but I noticed that I get the following error spammed repeatedly: `[Render.Vulkan] <Error> tile_manager.cpp:TryDetile:391: Unsupported tiled image: R32Sfloat (Depth_MacroTiled)` Don't have enough background as to whether or not this might point to the cause of the issue though.
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@Hermiten commented on GitHub (Oct 1, 2024):

Can you test with the last update ?
This commit https://github.com/shadps4-emu/shadPS4/pull/1146 can maybe fix somethings

<!-- gh-comment-id:2387080941 --> @Hermiten commented on GitHub (Oct 1, 2024): Can you test with the last update ? This commit https://github.com/shadps4-emu/shadPS4/pull/1146 can maybe fix somethings
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@R1chterScale commented on GitHub (Oct 2, 2024):

Can you test with the last update ? This commit #1146 can maybe fix somethings

No dice

<!-- gh-comment-id:2389406643 --> @R1chterScale commented on GitHub (Oct 2, 2024): > Can you test with the last update ? This commit #1146 can maybe fix somethings No dice
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@HermitsA commented on GitHub (Oct 6, 2024):

As a compromise, using the amdgpu-pro drivers fix this. You can have both the mesa and proprietary drivers on the same machine, defaulting to mesa normally, and enabled by using "progl [command]". You can also try the amdvlk drivers, altough performance was horrible last time i tested.

Tested on the 3 different vulkan implementations (RADV, AMDVLK, VULKAN-AMDGPU-PRO) on a 6700xt with archlinux

<!-- gh-comment-id:2395350649 --> @HermitsA commented on GitHub (Oct 6, 2024): As a compromise, using the amdgpu-pro drivers fix this. You can have both the mesa and proprietary drivers on the same machine, defaulting to mesa normally, and enabled by using "progl [command]". You can also try the amdvlk drivers, altough performance was horrible last time i tested. Tested on the 3 different vulkan implementations (RADV, AMDVLK, VULKAN-AMDGPU-PRO) on a 6700xt with archlinux
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@Mast3rwaf1z commented on GitHub (Nov 6, 2024):

I have the same issues, amdgpu-pro works, but the game stutters, i just tried running through nightmare of mensis with radv, no textures but the game is much more smooth with RADV.

<!-- gh-comment-id:2460960525 --> @Mast3rwaf1z commented on GitHub (Nov 6, 2024): I have the same issues, amdgpu-pro works, but the game stutters, i just tried running through nightmare of mensis with radv, no textures but the game is much more smooth with RADV.
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@grassponderer commented on GitHub (Nov 17, 2024):

Just a quick update, now it seems to work for me using this
https://github.com/ngoquang2708/shadPS4/actions/runs/11869943285
and AMDVLK. Seems to be related to #1193 since when using amdvlk these error don't get spammed.

<!-- gh-comment-id:2480912972 --> @grassponderer commented on GitHub (Nov 17, 2024): Just a quick update, now it seems to work for me using this [https://github.com/ngoquang2708/shadPS4/actions/runs/11869943285](url) and AMDVLK. Seems to be related to #1193 since when using amdvlk these error don't get spammed.
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@Malumen commented on GitHub (Nov 24, 2024):

Just a quick update, now it seems to work for me using this https://github.com/ngoquang2708/shadPS4/actions/runs/11869943285 and AMDVLK. Seems to be related to #1193 since when using amdvlk these error don't get spammed.

how do we enable AMDvlk?

<!-- gh-comment-id:2495987784 --> @Malumen commented on GitHub (Nov 24, 2024): > Just a quick update, now it seems to work for me using this [https://github.com/ngoquang2708/shadPS4/actions/runs/11869943285](url) and AMDVLK. Seems to be related to #1193 since when using ***amdvlk*** these error don't get spammed. how do we enable AMDvlk?
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@grassponderer commented on GitHub (Nov 26, 2024):

how do we enable AMDvlk?

Assuming you use arch, the safest way without messing up everything else that uses vulkan-radeon is probably https://github.com/Frogging-Family/amdvlk-opt

<!-- gh-comment-id:2502203109 --> @grassponderer commented on GitHub (Nov 26, 2024): > how do we enable AMDvlk? Assuming you use arch, the safest way without messing up everything else that uses vulkan-radeon is probably https://github.com/Frogging-Family/amdvlk-opt
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@Channeira commented on GitHub (Nov 26, 2024):

Did someone report the RADV specific issues to mesa already?

<!-- gh-comment-id:2502209339 --> @Channeira commented on GitHub (Nov 26, 2024): Did someone report the RADV specific issues to mesa already?
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@dunestorm333 commented on GitHub (Nov 30, 2024):

image
Can confirm, this is still a problem on the latest shadPS4 build :(

Running Fedora 41 (Linux 6.11.10-300.fc41.x86_64)
Mesa 24.2.7

AMD 6800XT

<!-- gh-comment-id:2509077389 --> @dunestorm333 commented on GitHub (Nov 30, 2024): ![image](https://github.com/user-attachments/assets/2a07ef31-8272-417c-bb58-cc78011ef222) Can confirm, this is still a problem on the latest shadPS4 build :( Running Fedora 41 (Linux 6.11.10-300.fc41.x86_64) Mesa 24.2.7 AMD 6800XT
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@Mershl commented on GitHub (Dec 11, 2024):

RADV users please give this build a test run https://github.com/diegolix29/shadPS4/actions/runs/12286290681
played through the intro + half of yharnam on an 7900XTX using RADV without seeing the issue, this is the first build I've tested that does not show the issue.

<!-- gh-comment-id:2537431230 --> @Mershl commented on GitHub (Dec 11, 2024): RADV users please give this build a test run https://github.com/diegolix29/shadPS4/actions/runs/12286290681 played through the intro + half of yharnam on an 7900XTX using RADV without seeing the issue, this is the first build I've tested that does not show the issue.
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@dunestorm333 commented on GitHub (Dec 11, 2024):

You are my hero!
This build appears to have solved this issue for me:
image

<!-- gh-comment-id:2537443564 --> @dunestorm333 commented on GitHub (Dec 11, 2024): You are my hero! This build appears to have solved this issue for me: ![image](https://github.com/user-attachments/assets/221108bf-5351-47c4-8454-8c6db0adfa06)
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@raphaelthegreat commented on GitHub (Dec 11, 2024):

Issues on the main repo should be about main branch only, please test that

<!-- gh-comment-id:2537444963 --> @raphaelthegreat commented on GitHub (Dec 11, 2024): Issues on the main repo should be about main branch only, please test that
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@Missake212 commented on GitHub (Dec 22, 2024):

Does this still happen on latest main ?

<!-- gh-comment-id:2558594190 --> @Missake212 commented on GitHub (Dec 22, 2024): Does this still happen on latest main ?
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@R1chterScale commented on GitHub (Dec 22, 2024):

Does this still happen on latest main ?

No, seems good now, might be interesting to bisect the change to report to the Mesa devs

<!-- gh-comment-id:2558604747 --> @R1chterScale commented on GitHub (Dec 22, 2024): > Does this still happen on latest main ? No, seems good now, might be interesting to bisect the change to report to the Mesa devs
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@rharish101 commented on GitHub (Dec 22, 2024):

Can confirm that it's fixed for me on RADV (on a 7900 XTX), although I only tested this in Iosefka's clinic.

<!-- gh-comment-id:2558607469 --> @rharish101 commented on GitHub (Dec 22, 2024): Can confirm that it's fixed for me on RADV (on a 7900 XTX), although I only tested this in Iosefka's clinic.
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