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Knack on shadPS4 discussion and bugs
#1

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:
  • 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.
1.10 bugs:
  • 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.
  • Random crashes
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#2

i thought we had less bugs ;/
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#3

(06-06-2025, 10:13 AM)shadow Wrote:  i thought we had less bugs ;/
This is just a more-in-depth one with some that I missed.
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#4

With the 1.10 patch now working on AMD and possibly Intel on IndecisiveTurtle's new PR, I can see that some graphic glitches are fixed with 1.10's shaders, such as gauges in the HUD and color issues on the skin of Doctor and small goblins. Because the 1.10 eboot.bin can crash a lot, I just copied the 1.10 shaders into the 1.00 game files.
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#5

(Yesterday, 04:22 PM)Randomuser8219 (Knack) Wrote:  With the 1.10 patch now working on AMD and possibly Intel on IndecisiveTurtle's new PR, I can see that some graphic glitches are fixed with 1.10's shaders, such as gauges in the HUD and color issues on the skin of Doctor and small goblins. Because the 1.10 eboot.bin can crash a lot, I just copied the 1.10 shaders into the 1.00 game files.

That is quite a hack and may have unexpected results ;/
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