| 22 Mar 2025 |
olivia | I'm guessing that the semaphore-related errors show up even when you're not in the problematic area? | 01:50:02 |
Sean | In reply to @olivia:computer.surgery I'm guessing that the semaphore-related errors show up even when you're not in the problematic area? yes they always show up | 01:50:52 |
olivia | cool | 01:51:11 |
olivia | none of these messages look particularly suspicious to me then | 01:51:21 |
Sean | so it’s the linwind errors? making it a wine bug? | 01:51:52 |
Sean | * so it’s the libunwind errors? making it a wine bug? | 01:52:03 |
olivia | that seems like the most likely hypothesis to me | 01:52:10 |
olivia | do those show up in other parts of the game? | 01:52:16 |
Sean | in other parts of the game the gpu doesn’t drop typically | 01:52:39 |
Sean | let me double check though | 01:52:57 |
olivia | I thought the gpu dropping wasn't happening anymore, and the only visible problem is lower fps and input delay? | 01:53:18 |
olivia | * I thought the gpu dropping wasn't happening anymore (after removing the overclocking), and the only visible problem is lower fps and input delay? | 01:53:32 |
Sean | well I guess it’s not dropping. that’s just what it looks like | 01:53:41 |
Sean | no like it’s stuttering to 2 FPS for 1/2 second every 3 seconds | 01:54:10 |
olivia | the reason to check whether the seh/libunwind messages occur elsewhere is that if they do occur elsewhere with similar frequency, then it's evidence against the hypothesis that they are related to the visible fps/stuttering problems, which occur only in this one place | 01:54:36 |
Sean | okay right | 01:55:02 |
olivia | but if they don't, then it points to them being reltaed | 01:55:05 |
olivia | * but if they don't, then it points to them being related | 01:55:07 |
Sean | well the stutters correlated with the logs that were in the middle of the semaphore warnings | 01:55:39 |
Sean | yeah other areas are fine | 01:56:47 |
olivia | oh... that's potentially significant | 01:57:00 |
olivia | the "PSO compatibility hash mismatch." logs, or the ones about allocations? | 01:57:32 |
olivia | the hash mismatch ones probably trigger shader recompilation, so it would make sense if those caused stuttering | 01:58:12 |
Sean | I think the hash mismatch. it was kind of hard to tell because the entire graphics stack stuttered | 01:58:25 |
Sean | oh maybe yeah | 01:58:53 |
olivia | if that's the case, it puts it back into being a likely graphics problem, but unfortunately not an easily solvable one | 01:59:52 |
Sean | oh okay | 02:00:42 |
olivia | lemme look at vkd3d-proton for a bit to confirm | 02:01:48 |
Sean | if you want something that will crash in the same way. the monster hunter wilds benchmark crashes in the final scene like this | 02:02:58 |
olivia | I can possibly try that | 02:03:21 |