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The Witcher 3 in Wine
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Shmerl 23 Jan 2018
Ah.. did I miss this? Does he have a Patreon account or something?

I'd donate. Even as NVIDIA user.

Apparently Józef doesn't have a recent AMD GPU to test Wine on, and on his older one the freeze doesn't happen: https://bugs.winehq.org/show_bug.cgi?id=43872#c24

I can try contacting him about setting up some Patreon account or the like. I'll be glad to contribute.
beko 23 Jan 2018
? go for it
Shmerl 25 Jan 2018
Józef said he doesn't really need contributions to get a card, since he is planning to get Vega eventually. But he proposed to use a feature I had no idea about: GALLIUM_DDEBUG. Apparently it's able to detect and log GPU hangs which can help narrow down this issue. I'll give it a try.

And anyone with recent AMD GPU - feel free to try debugging it as well.

To see how to use GALLIUM_DDEBUG, try:

GALLIUM_DDEBUG=help glxgears

Gallium driver debugger

Usage:

  GALLIUM_DDEBUG="always [noflush] [verbose]"
    Flush and dump context and driver information after every draw call into
    $HOME/ddebug_dumps/.

  GALLIUM_DDEBUG="[timeout in ms] [noflush] [verbose]"
    Flush and detect a device hang after every draw call based on the given
    fence timeout and dump context and driver information into
    $HOME/ddebug_dumps/ when a hang is detected.

  GALLIUM_DDEBUG="pipelined [timeout in ms] [verbose]"
    Detect a device hang after every draw call based on the given fence
    timeout without flushes and dump context and driver information into
    $HOME/ddebug_dumps/ when a hang is detected.

  GALLIUM_DDEBUG="apitrace [call#] [verbose]"
    Dump apitrace draw call information into $HOME/ddebug_dumps/. Implies 'noflush'.

  If 'noflush' is specified, do not flush on every draw call. In hang
  detection mode, this only detect hangs in pipe->flush.
  If 'verbose' is specified, additional information is written to stderr.

  GALLIUM_DDEBUG_SKIP=[count]
    Skip flush and hang detection for the given initial number of draw calls.
Shmerl 28 Jan 2018
Looks like it needs umr debugger.
Shmerl 29 Jan 2018
I posted some GALLIUM_DDEBUG dumps in the bug there. Hopefully that will move things forward.
beko 2 Feb 2018
Hope so too :)
malek69 3 Feb 2018
wined3d-buffer_create patch update for wine 3.1

https://dev.wine-staging.com/patches/224/
Shmerl 4 Feb 2018
wined3d-buffer_create patch update for wine 3.1

https://dev.wine-staging.com/patches/224/

Nice. I hope Wine staging will start moving again soon.
kaiman 4 Feb 2018
Finished Blood and Wine a couple days ago. I've got one or two minor quests open, and treasure hunts for gear I'm not interested in, but otherwise I did pretty much complete most of the content over the course of the last 8 months. Was really great to see Wine improving step by step over time; towards the end, apart from a low frame-rate (which I am sort of used to anyway) I think the experience was equal to that I'd have had on Windows.

Regarding the game itself, glad I did not let my first impression of it being a pure action-RPG sway me from giving it a try. While the game loop was a bit repetitive at times, the imaginative quests made more than up for it. Also loved the card game (looking forward to Thronebreaker already!). Overall, I liked the Hearts of Stone expansion best, and that also had the best quest I ever encountered in any RPG so far (Dead Man's Party).

Now I hope I'll eventually be able to run Divinity: OS2 (should probably start a new thread for that) and the upcoming Kingdom Come: Deliverance in Wine.
Shmerl 4 Feb 2018
I'm still in Velen, early quests. I finished ones with Keira in the elven caves (Wandering in the Dark and Magic Lamp - it reminded me The Secrets of Loc Muinne from TW2 and it's very well done. But those hellhounds were invisible, and they shouldn't be. So I decided to wait until this issue is fixed, and since current patch is causing a freeze, I'm basically stuck for now until it will be resolved.
kaiman 4 Feb 2018
I finished ones with Keira in the elven caves (Wandering in the Dark and Magic Lamp - it reminded me The Secrets of Loc Muinne from TW2 and it's very well done.

Yes. The quest(s) with Keira are also excellent. In fact, the early part of the main game is quite strong in how a lot of the things are connected to each other.

But those hellhounds were invisible, and they shouldn't be.

I'm under the impression they weren't invisible when I played the quest back then, but I've since encountered invisible ones in other quests. I reloaded a save from that quest and they are definitely invisible now. Quite likely I remember it wrong, and the visible ones were of a slightly different variant. (The save was from June 18th last year, btw., in case you want to double-check with the then current version of wine, but it's probably not worth the trouble).
Shmerl 4 Feb 2018
The invisible monsters bug is related to distorted monsters one, and it's been around from the start in various forms.

Yes. The quest(s) with Keira are also excellent.

I've spent some time deciphering Glagolitic texts and inscriptions in the game (at least ones I've already encountered and a few others posted around). It's fun. Also, texts inside elven caves apparently aren't using Glagolitic, but Old Permic. Though they don't look like anything sensible and just list the alphabet sequentially.

See some results here.

Roadsigns are often jokes. Like "keep off the grass" or "stop littering" and "mind the gap" :)
drlamb 5 Feb 2018
I've been a long time lurker of this thread and last weekend I finally decided to give this game a shot in wine.

I'm using lutris to manage my wine versions and used the steam-version installer from there. Upon initial load up I was met with the menu distortion and since my last save was out on the water I got to experience the water effect rending issues/skybox distortion but the framerate was completely playable.

Upon switching to the latest wine-staging 2.21 (I believe)...all of those issues were fixed. I no longer see any errors in menu rendering, audio is in sync, and the skybox and water splashes look normal. Encouraged by this result I started actually playing the game again (my goal was to finish it through wine all along...unless that native port ever happened... ) and it's fully playable. No it's not perfect as sirens are invisible (I've seen your notes on this subject) and cave entrances are rendered incorrectly, but the game is able to be played quite well.

While I don't have any hard numbers on me at the moment, I was blown away by the framerate. The game feels fluid and responsive to the point I was able to engage and defeat even the invisible sirens with ease. That being said, the game does stutter from time to time, but I'm going to do some digging and see if I can track down the root cause of that. I now intend to complete my play-through of this game, fully intent on reporting any issues I encounter with the wine dev-team.


My System:
Fedora 27 - with Rawhide nodebug Kernel (4.15)
Mesa-git (so currently 17.4)
AMD Ryzen Threadripper 1950X @4.0Ghz
32GB 3200Mhz Ram
AMD Vega Frontier Edition Air
3440x1440P - All in game settings MAXED out, except for NoVideo Nvidia-specific ones.
Shmerl 5 Feb 2018
Upon switching to the latest wine-staging 2.21 (I believe)...all of those issues were fixed. I no longer see any errors in menu rendering, audio is in sync, and the skybox and water splashes look normal. Encouraged by this result I started actually playing the game again (my goal was to finish it through wine all along...unless that native port ever happened... ) and it's fully playable. No it's not perfect as sirens are invisible (I've seen your notes on this subject) and cave entrances are rendered incorrectly, but the game is able to be played quite well.

You should not be using Wine staging 2.21. It's behind and doesn't include fixes for many of the issues you mentioned above. Use latest Wine master with "don't pin large buffers" patch.

See howto here: https://appdb.winehq.org/objectManager.php?sClass=version&iId=34698#notes

See also the list of known bugs on that page.

You need to also enable CSMT. For invisible monsters, the currently proposed patch causes a freeze with Mesa which could be a bug in amdgpu. See these bugs for details:

https://bugs.winehq.org/show_bug.cgi?id=43872
https://bugs.freedesktop.org/show_bug.cgi?id=104193

Stutter can be related to I/O. SSD would reduce some of it.
drlamb 5 Feb 2018
You should not be using Wine staging 2.21. It's behind and doesn't include fixes for many of the issues you mentioned above. Use latest Wine master with "don't pin large buffers" patch.

Thanks for that. I'll try patching wine master tonight.

Stutter can be related to I/O. SSD would reduce some of it.

Samsung 960 Pro NVMe drive here so I assure you it's not I/O. :P
Faattori 5 Feb 2018
I think it's more likely that the stutter is due to shader generation.

Does the stutter happen when you use a sign for the first time and when you use it again it doesn't (necessarily)?
Shmerl 5 Feb 2018
I think it's more likely that the stutter is due to shader generation.

That's possible.

Samsung 960 Pro NVMe drive here so I assure you it's not I/O. :P

What version of Mesa are you using? Make sure it's recent so it would include shader caching. That would mitigate some of the shader related stutter. Also, note that stutter is gone once some of those shaders are compiled in memory. I.e. it stutters at something new, and second time it already doesn't.
drlamb 5 Feb 2018
Also, note that stutter is gone once some of those shaders are compiled in memory. I.e. it stutters at something new, and second time it already doesn't.

This describes the stutter. It eventually goes away. Mesa 17.4 from https://copr.fedorainfracloud.org/coprs/che/mesa/
Shmerl 5 Feb 2018
Also, note that stutter is gone once some of those shaders are compiled in memory. I.e. it stutters at something new, and second time it already doesn't.

This describes the stutter. It eventually goes away. Mesa 17.04 from https://copr.fedorainfracloud.org/coprs/che/mesa/

That's behind. Try latest stable release (17.3.3) or build Mesa master to begin with to run the game with it. See a tutorial here for Debian, how to use Mesa master without replacing system Mesa:

https://www.gamingonlinux.com/wiki/Building_Mesa_from_source

You can adjust to your distro, idea can be the same.
drlamb 5 Feb 2018
That's behind. Try latest stable release (17.3.3) or build Mesa master to begin with to run the game with it.

Er, I meant 17.4.
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