Especially in interiors like this, there are "holes" and stripe artifacts in shadow maps:
They also wander and change shape in motion, making the corruption quite perceivable.
The issue does not occur with proprietary amdvlk driver (open amdvlk hangs) and neither on Windows with DX11. Using Nvidia PCSS GameWorks effect mitigates or stops the issue, but it's very expensive.
Uploading renderdoc capture right now.
Latest git-master versions of dxvk and mesa were used.
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The issue is still present with
The game now works with the latest open amdvlk driver. Like amdgpu-pro, it doesn't show this issue.
How does it look with AMDVLK?
With amdvlk, the shadows look correct (no weird bright spots that wander with the camera).
There is an issue with amdvlk though related to the game's effect of the level's borders, but that seems totally unrelated to any shadow issues, I'd say.
A screenshot with amdvlk without the artifacts:
The issue is most prominent with radv when the sun is shining.
The artifacts with RADV are only with the minimap right?
After turning off the minimap in the game's options, the "shadowmap holes" are still there with radv (look a bit like drops in this screenshot):
I don't see what's wrong?
I've highlighted the artifacts:
It looks quite worse in motion, as these bright spots shift their shape, wander etc.
Oh okay, I see :-)
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same corruption in Odyssey
I've added a screenshot showing the same corruption in Assassin's Creed: Odyssey (no issues with amdvlk).
That means that likely also the titles "Syndicate" and "Origins" of that game series are affected as well, which sums up to at least four games with that corruption.
Someone here reports of the issue in Origins, but only with ACO:
Perhaps I was a bit too quick judging it was the same issue on Odyssey as in Unity, will recheck.
So I rechecked with recent ACO build which fixes AC: Origins and Odyssey, and it indeed also fixes Unity.
But the issue in Unity is still there when using LLVM. So, afterall, it seems it is a bug in LLVM and not radv (hence closing).
(In reply to tempel.julian from comment #19)
> But the issue in Unity is still there when using LLVM. So, afterall, it
> seems it is a bug in LLVM and not radv (hence closing).
It's too early too conclude that. RADV could be feeding something bad to LLVM. AMDVLK also uses LLVM, after all.