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Incoming Forces - rendering issues #100
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INCOMING!!! HIDE! 🏃 |
Seems like this behaves the same way on WineD3D. Not sure what I can do to fix this, if anything. |
I've tried forcing SWVP on the game and it seems to be fine with that:
... but sadly it doesn't help with the above. I've finished the game ages ago on a Riva TNT2 M64 (which had no HWVP IIRC), which is why I thought it was worth a shot. I guess this might be SSE2 related after all, as noted above. Forcing the msvcp90.dll and msvcr90.dll the game ships with doesn't seem to fix anything though. |
Some updates on that front:
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Looks fine now with dxvk master, not sure what fixed it, but I'm happy to put it behind us. |
This will be an "interesting" game to fix, because it doesn't work with WineD3D. It works fine with d8vk as long as the virtual desktop is on in Wine, however the rendering is broken at times, with what I'd generally call "vertex surrealism".
It can be clearly noticed when the first mission intro gets to the hangar in the attached trace. Apologies for the abrupt end in the trace, but at some point I simply couldn't bear the 1fps capture any more and it had gotten past the interesting point anyway (the cutscenes are unskippable...).
Software information
Incoming Forces (GOG)
System information
Apitrace file(s)
forces.trace.tar.xz
Log files
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