Bug 104744 - [r600] Total War: Warhammer black textures and flickering.
Summary: [r600] Total War: Warhammer black textures and flickering.
Status: RESOLVED MOVED
Alias: None
Product: Mesa
Classification: Unclassified
Component: Drivers/Gallium/r600 (show other bugs)
Version: git
Hardware: Other All
: medium normal
Assignee: Default DRI bug account
QA Contact: Default DRI bug account
URL:
Whiteboard:
Keywords:
Depends on:
Blocks:
 
Reported: 2018-01-22 23:41 UTC by Christian Lanig
Modified: 2019-09-18 19:24 UTC (History)
0 users

See Also:
i915 platform:
i915 features:


Attachments

Description Christian Lanig 2018-01-22 23:41:03 UTC
A friend of mine installed Ubuntu to play the non-cross-platform game Total War: Warhammer with me.
Unfortunately he had issues with black empty spaces where textures should be. But it worked for me without any issues with RadeonSI(RX 480).
Then I recommended adding the Padoka PPA and to update the system.

That was a big fail. As a reward he also got heavy flickering additionally. He also mentioned weird colors where the black missing textures were before with activated graphics options.
So I would like to report mainly that the current version seems to be worse than the one delivered with Ubuntu, at least for this particular game.

He can't really provide further help and I can't access the system in any way.
But I hope that an r600 developer who owns such GPU could hopefully have a look in the issue.

His System:
Ubuntu 17.10
Intel Core i5 2500
AMD Radeon HD 6950 2GiB
16 GiB RAM

Thanks anyway to whoever reads this - these GPUs might be old but such occurrences don't make a good impression at all to people who are trying out Linux.
Comment 1 Roland Scheidegger 2018-01-23 00:37:29 UTC
There is probably a reason why the game requirements state rx480 as a minimum... Even on macs its says amd cards newer than 2014, which excludes everything pre-gcn.
I wouldn't be surprised at all if it actually fails due to the number of supported texture units, there are definitely games out there which require more than what pre-gcn hw can do. (With d3d10 apps can use 16 samplers and 128 resources, but with GL since resources and samplers aren't separated they are restricted to whatever the hw can do for samplers for resources too, which is 32 for newer hw (actually there's no hw limit but that's the limit just about every gl driver from any vendor will support), but pre-gcn chips can only do 18.)
This would be mostly unfixable (well technically it would be fixable using some real ugly and complex hacks trying to deduplicate samplers but I doubt anyone will ever implement it).
Albeit this is just a wild guess, it's possible there's legitimate driver bugs which cause it to misrender.
Comment 2 GitLab Migration User 2019-09-18 19:24:54 UTC
-- GitLab Migration Automatic Message --

This bug has been migrated to freedesktop.org's GitLab instance and has been closed from further activity.

You can subscribe and participate further through the new bug through this link to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/624.


Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.