06-05-2025, 11:11 PM
Here you can discuss about Knack on shadPS4. There's also a hefty bug list as you can see below.
Current issues in 1.00:
Current issues in 1.00:
- PM4 type 0 race condition. The 3 only ways to fix it depending on your hardware is to enable Async, Debug log filter, or rebooting your PC.
- Device lost on NVIDIA, caused by compute shader 0x9521885c30e19f67. Link to the shader's IR, SRT, ASL and SPV. FIXED!
- Broken UI text that appears garbled.
- Color issues in many places, like 1-1, Knack's central relic, and laser robots. Likely caused by an API format issue. Fixed in 0.10.1 WIP by IndecisiveTurtle's random fixes
- No shadow casting, the game is outputting the shadow map in a different way shadPS4 doesn't like, causing it to not appear. Discovered by Niko on the Discord development channel. UPDATE: Shadow casting partially works, only in certain parts of indoor areas. UPDATE 2 - Outdoor shadow casting works!
- Broken effects, like smoke and super moves.
- Device lost on AMD at chapter 1-2.
- This game has heavy use of MRTz depth exports, which we don't support yet.
- Horizontal banding on NVIDIA.
- Ambient occlusion doesn't seem to be present.
- Validation errors:
Code:
[list]
[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-VkWriteDescriptorSet-descriptorType-00339: Validation Error: [ VUID-VkWriteDescriptorSet-descriptorType-00339 ] Object 0: handle = 0xb1dcf000000001bf, name = ImageView 2048x2048x1 0x2b43a0000:0x1000000 0:0 0:0 (Stencil), type = VK_OBJECT_TYPE_IMAGE_VIEW; Object 1: handle = 0x36bd8200000001b2, name = Image 2048x2048x1 0x2b43a0000:0x1000000, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x31bdc6eb | vkCmdPushDescriptorSetKHR(): pDescriptorWrites[1].pImageInfo[0].imageView was created with VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT|VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, but descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_IMAGE.The Vulkan spec states: If descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, the imageView member of each element of pImageInfo must have been created with VK_IMAGE_USAGE_STORAGE_BIT set (https://vulkan.lunarg.com/doc/view/1.4.304.0/windows/1.4-extensions/vkspec.html#VUID-VkWriteDescriptorSet-descriptorType-00339)[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-vkCmdDispatch-OpTypeImage-07027: Validation Error: [ VUID-vkCmdDispatch-OpTypeImage-07027 ] Object 0: handle = 0xb1dcf000000001bf, name = ImageView 2048x2048x1 0x2b43a0000:0x1000000 0:0 0:0 (Stencil), type = VK_OBJECT_TYPE_IMAGE_VIEW; | MessageID = 0xe4a1aa6a | vkCmdDispatch(): the descriptor VkDescriptorSet 0x0[] [Set 0, Binding 1, Index 0, variable "cs_img0"] has VkImageView 0xb1dcf000000001bf[ImageView 2048x2048x1 0x2b43a0000:0x1000000 0:0 0:0 (Stencil)] with format of VK_FORMAT_D32_SFLOAT_S8_UINT which doesn't support VK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT.(supported features: VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_BIT|VK_FORMAT_FEATURE_2_DEPTH_STENCIL_ATTACHMENT_BIT|VK_FORMAT_FEATURE_2_BLIT_SRC_BIT|VK_FORMAT_FEATURE_2_BLIT_DST_BIT|VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_LINEAR_BIT|VK_FORMAT_FEATURE_2_TRANSFER_SRC_BIT|VK_FORMAT_FEATURE_2_TRANSFER_DST_BIT|VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_MINMAX_BIT|VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_DEPTH_COMPARISON_BIT).The Vulkan spec states: For any VkImageView being written as a storage image where the image format field of the OpTypeImage is Unknown, the view's format features must contain VK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT (https://vulkan.lunarg.com/doc/view/1.4.304.0/windows/1.4-extensions/vkspec.html#VUID-vkCmdDispatch-OpTypeImage-07027)[/list]
- Crashes on NVIDIA on 0xa98f7ae0. Link to the shader's IR, SRT, ASL and SPV.
- Flickering on AMD. Fixed
- Device lost when loading chapter 1-1.
- Test grid map is red.
- Punching will cause a ring_access_elimination assert.