[Linux] TES Skyrim SE - 0.452 vs 0.347

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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347


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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

I think something on your side use shader reflection data instead of actual code, so it crashes, not the game and not my mod themselves. So i created this version to check this, disabled functionality which is causing the problem. If you have some glitches, then forget it and use old mod (i can test the moment when glitches started to happen, but this is very time consuming again). If it works, then use it instead of last version. Maybe i'll find solution to fix that in future when will not be busy much as now, so check this topic every 2-3 days in case i give you updates for testing.
https://dropmefiles.com/2cwGC
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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

Thank you, this did work. It does have my character standing a few inches above surfaces but otherwise appears to work. I'll go back to the old version after a little more testing./

As I suspected originally, this may be the result of a functionality problem with nvidia driver on linux, or how dxvk wraps directx calls into the vulkan api.

I'll check here every once in a while to see if you have any updates.

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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

I did try to change input signature of shaders, but it restore to original after disassemble shader after modifying it, because i'm using shader assembler from Migoto project as M$ didn't provide it for dx11. So forget it, you can't use new versions because they rely on some patched data in shaders.
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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

Well, turns out the floating above the ground was a one-time glitch. No other visual glitches to report, it's running pretty decent.

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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

Since you mentioned migoto project, I tried 0.452 with the latest migoto release (renamed to match the d3d compiler you provide) as an experiment and ENB appeared to be working correctly.

I found an old discussion where it looked like you patched d3dcompiler_46.dll to increase precision. 64bit or 128bit type float maybe?

Is it possible that DXVK doesn't accept input with precision that high and causes the crash on load? Or perhaps you are not based on the current release of migoto and there is a bugfix you haven't incorporated?

Just some ideas. Let me know if I'm crazy, but enb definitely appears to function properly with the 1.3.16 migoto binary. I don't know what functionality I may be losing using this.

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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

No, it's not about precision. DXVK or something else on your side pay too much attention to input signatures of shaders which remain unmodified after i patch code of shaders. By using another compiler you simply turn off mod functionality, that's why it "works".
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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

Ok, I understand.

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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

I wonder, would anyone be kind enough to repost the version with “disabled functionality” mentioned a few posts up?

Many thanks for all your efforts!

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Re: [Linux] TES Skyrim SE - 0.452 vs 0.347

I don't have that build any more, so better ask obelisk79 in PM or email.
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