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Battlefield 3 clouds are black in mission Going HuntingΒ #5857
Was the trace recorded on Linux? Probably more helpful to have one from native Windows directly. For some reason it also crashes on replay unless I hack dxvk to never delete any objects, so I can't check if it happens on wined3d or native d3d either.
All that said, I don't really see any reason why the clouds wouldn't be black, the game multiplies the color with some dot product involving a non-normalized normal vector that ends up getting clamped to 0, and the data that causes that to happen all comes from constant buffers which are written by the game's CPU code. Maybe try DXVK_CONFIG="dxvk.zeroMappedMemory=True" or DXVK_CONFIG="dxgi.hideAmdGpu=True", something about this screams game bug.
Yes. I recorded the trace on Linux with DXVK. The game refuses to start on WineD3D so I can't test whenever this bug is present there. I was also trying to get a renderdoc trace since it supports individual frame capture, but I had difficulty getting it to work in wine wow64 with a 32 bit game like BF3.
Can't take apitrace on Windows. For some reason I completely lose input and can't get past the "Press Enter to begin" after the startup movie. I got renderdoc capture directly on Windows though. Would that be useful?
Thanks. Annoyingly this renders properly when replaying with DXVK, but there's a nonzero chance that the turbocursed render-to-buffer thing that we don't currently support has something to do with it.
That said, the game uses different shaders for rendering the clouds than it does in the apitrace for some reason.
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doitsujin commentedon Aug 24, 2026
Was the trace recorded on Linux? Probably more helpful to have one from native Windows directly. For some reason it also crashes on replay unless I hack dxvk to never delete any objects, so I can't check if it happens on wined3d or native d3d either.
All that said, I don't really see any reason why the clouds wouldn't be black, the game multiplies the color with some dot product involving a non-normalized normal vector that ends up getting clamped to 0, and the data that causes that to happen all comes from constant buffers which are written by the game's CPU code. Maybe try
DXVK_CONFIG="dxvk.zeroMappedMemory=True"orDXVK_CONFIG="dxgi.hideAmdGpu=True", something about this screams game bug.Lassebq commentedon Aug 24, 2026
Yes. I recorded the trace on Linux with DXVK. The game refuses to start on WineD3D so I can't test whenever this bug is present there. I was also trying to get a renderdoc trace since it supports individual frame capture, but I had difficulty getting it to work in wine wow64 with a 32 bit game like BF3.
I can capture an apitrace on Windows, sure.
Lassebq commentedon Aug 24, 2026
Can't take apitrace on Windows. For some reason I completely lose input and can't get past the "Press Enter to begin" after the startup movie. I got renderdoc capture directly on Windows though. Would that be useful?
doitsujin commentedon Aug 24, 2026
Assuming it's an actual D3D11 capture then I'll take it, better than nothing.
Lassebq commentedon Aug 24, 2026
Renderdoc frame capture: https://www.dropbox.com/scl/fi/rngp4rjlb6jtq0tjbzd4e/bf3.rdc?rlkey=6p8r4f15b41g9x7b8jypmgq98&st=mhrqnuw9&dl=1
doitsujin commentedon Aug 24, 2026
Thanks. Annoyingly this renders properly when replaying with DXVK, but there's a nonzero chance that the turbocursed render-to-buffer thing that we don't currently support has something to do with it.
That said, the game uses different shaders for rendering the clouds than it does in the apitrace for some reason.
doitsujin commentedon Aug 24, 2026
Please try #5858. Not really tested, but does appear to work with the RenderDoc capture at least.
Here's a build in case you can't build yourself since our CI is currently borked:
dxvk-bf3.tar.gz
Lassebq commentedon Aug 24, 2026
It worked! Thank you for this quick fix