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The Witcher 3 in Wine
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Shmerl 20 Sep 2017
Looks like we are getting somewhere with the Velen freeze bug. Thanks to Samuel Pitoiset!
Pependos 21 Sep 2017
Looks like we are getting somewhere with the Velen freeze bug. Thanks to Samuel Pitoiset!
This is a really good news, so let's wait for performance fix now. I think some missing textures and invisible enemies are secondary goals.
devland 21 Sep 2017
It seems that the new wine-staging 2.17-1 release fixes the rendering issues in Witcher 3 according to this article which, although it talks about 2.17, seems to refer to 2.17-1 because they were both released on 20 September whereas 2.17 was released almost a week ago and doesn't fix the rendering issues in Witcher 3.

I have yet to test the new 2.17-1 version. The rendering issues were my last grape with the game under wine as performance is already decent and will only get better in time. :)

Later edit: I managed to test it and the missing textures have not been fixed. :(
Shmerl 24 Sep 2017
Józef Kucia made a patch for Wine, to avoid the Velen freeze (bug #43273. See here.
Shmerl 26 Sep 2017
Can anyone with Nvidia blob please test if this bug happens with it too: https://bugs.winehq.org/show_bug.cgi?id=43786
damarrin 26 Sep 2017
I tried, but I'm missing the expansions and a beard set. :-(
Shmerl 26 Sep 2017
I tried, but I'm missing the expansions and a beard set. :-(
Yeah, that's a save from GOG GOTY version. I forgot to put that in description.
kaiman 27 Sep 2017
Can anyone with Nvidia blob please test if this bug happens with it too: https://bugs.winehq.org/show_bug.cgi?id=43786
Loaded your save and did not encounter any missing/flickering textures.

Latest wine git from today with the patch you linked and then wined3d-buffer_create wined3d-sample_c_lz xaudio2-get_al_format wined3d-Copy_Resource_Typeless from staging on top.

Also left the cave and wandered around for a bit, without noticing anything that looked suspicious. I'll keep that wine build for now and continue my own game (I'm back in Velen too, for some late-game treasure hunting ...). If I notice anything out of the ordinary, I'll report back.
Shmerl 27 Sep 2017
Latest wine git from today with the patch you linked and then wined3d-buffer_create wined3d-sample_c_lz xaudio2-get_al_format wined3d-Copy_Resource_Typeless from staging on top.

Can you try without wined3d-Copy_Resource_Typeless please? Also, please comment in the bug if you can, it will help developers.
kaiman 27 Sep 2017
Can you try without wined3d-Copy_Resource_Typeless please? Also, please comment in the bug if you can, it will help developers.
That breaks it for me, though inside the cave was still fine as far as I could tell:
![
Shmerl 27 Sep 2017
OK. I know it breaks it for Nvidia blob in other cases. So far looks like this texture issue is Mesa specific. I can file a Mesa bug then.
Avehicle7887 27 Sep 2017
I just tested the new Wine 2.17 staging and the good news is that the low res water is gone and among the stutter, for the first time I saw 50fps although for a brief seconds. Invisible floors still persist though and my average fps is no more than 21.


A welcome sight.
![](https://i.imgur.com/hbhOOoz.jpg)
Shmerl 27 Sep 2017
Yeah, I noticed that water looks better in current Wine staging.
Shmerl 27 Sep 2017
Loaded your save and did not encounter any missing/flickering textures.

By the way, did you check the video for the exact spot where it happens? It's a relatively small area (some flat stone on the ground). So it's easy to miss if you aren't looking at it.
Shmerl 28 Sep 2017
What staging patch removes those black textures from the waves on the water? Looks like doing just wined3d-buffer_create wined3d-sample_c_lz and varyings hack isn't enough to avoid that.

It could be d3d11-Deferred_Context. I'll try building with that patchset enabled.
Shmerl 28 Sep 2017
Nope, it's not d3d11-Deferred_Context. I'll try wined3d-Copy_Resource_Typeless.

UPDATE: no, using both d3d11-Deferred_Context and wined3d-Copy_Resource_Typeless didn't help either. I'll try adding wined3d-GenerateMips, though that should be implementing same dark ground hack idea that Mesa freeze prevention Wine patch implements... I'll need to use direct Mesa workaround. I think that coupling of freeze prevention and dark ground patch isn't a good idea.

UPDATE2: Yep, that did it. The water looks nice with these patches:

wined3d-buffer_create wined3d-sample_c_lz wined3d-GenerateMips d3d11-Deferred_Context xaudio2-get_al_format

I'll ping Józef about splitting his hack patch for the freeze and dark ground.
kaiman 28 Sep 2017
By the way, did you check the video for the exact spot where it happens? It's a relatively small area (some flat stone on the ground). So it's easy to miss if you aren't looking at it.
I had to watch the video about three times to actually see what was wrong in the first place :-). Then I walked back and forth across that particular stone, moved the camera about, but no dice. Looked good with all three builds I tried.

What staging patch removes those black textures from the waves on the water? Looks like doing just wined3d-buffer_create wined3d-sample_c_lz and varyings hack isn't enough to avoid that.
Yeah, seem that requires the GenerateMips patch, as those black specks on the water were back for me too, with the latest builds using the hack.
Shmerl 29 Sep 2017
Interesting, the flickering issue is fixed by applying the variable introduced in this bug for the Witcher 2: https://bugs.freedesktop.org/show_bug.cgi?id=98238

glsl_correct_derivatives_after_discard=true

The problem is that it worsens performance.
Shmerl 1 Oct 2017
Shadows from passing clouds now work with Mesa too, but I think you need to apply wined3d-GenerateMips and possibly d3d11-Deferred_Context for that.
Shmerl 1 Oct 2017
I noticed, that in some areas when it's dark / rainy, vegetation gets this white outline. Is it normal, or it's a bug?

![](https://i.imgur.com/rhGomK6.jpg)
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