github FelipePrado0/gow3_pc windows-v2.3.0-intel-hd630-test1
Test build intel-hd630-test1 on 2.3.0: 3D black or blue on Intel HD/UHD (2.3.0-intel-hd630-test1)

pre-releaseone hour ago

Test build for Intel HD/UHD Graphics on Windows (#35, also #288): the 3D scene rendering black or blue only. It is 2.3.0 plus PR #214: the fix the HD 630 reporter confirmed in windows-v2.1.8-intel-hd630-test1, now on top of 2.3.0, with extra logging for the problems that are still open. 2.2.0 and 2.3.0 do not have this fix yet.

What changes from 2.3.0

  • Vulkan dynamic vertex input is off by default on Intel's Windows driver (VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS, integrated and Arc alike). With VK_EXT_vertex_input_dynamic_state the driver draws every 3D object black or blue on an HD 630; without it the scene is correct. NVIDIA, AMD, RADV (Linux, Steam Deck), Mesa ANV and MoltenVK are unchanged. The log says what was applied: GPU: vertex input dynamic state off (Intel Windows driver; GOW3_VERTEX_INPUT_DYNAMIC=1 turns it on) or ... on, and the startup summary now lists it: extensions off: VK_EXT_vertex_input_dynamic_state (Intel Windows driver).
  • Launcher: Performance → GPU data → Dynamic vertex input (Automatic / On / Off, in English, Portuguese and Spanish). Automatic names the card and the decision, like Game multisampling. On and Off set GOW3_VERTEX_INPUT_DYNAMIC=1 or 0 on any card.
  • GOW3_VK_DISABLE_EXT=<ext,...>|all turns optional Vulkan extensions off for testing and wins over the default.
  • The static vertex path (the one Intel cards now use) no longer stops with SurfaceFormat: Assertion Failed! Unknown data_format=15 and num_format=5 when a draw-preparation worker reads a vertex descriptor the game is still writing (the 480p stop in #35).
  • The log warns once per vertex attribute format the GPU does not accept as a vertex buffer: Vertex attribute format <format> lacks VertexBuffer support on this GPU (#35).
  • Crash reports name what was running. With GOW3_GPU_LOG=info, every pipeline the driver compiles is logged just before the compile, with its shaders, whether it is built on the GPU thread, by a compile worker or from the shader cache at startup: Compiling graphics pipeline 0x… (async; vs 0x…, fs 0x…) / (cache; …). Fault: and STOP: lines now name the thread, e.g. (thread 7792 gow3:ShaderCompile1). A crash inside the Intel shader compiler (igc64.dll) then points at the pipeline that caused it.
  • The pipeline cache records the vertex input mode: every GPU rebuilds its shader cache once on the first launch of this build (longer first-launch stutter, nothing else).

Not addressed here: the random freeze during autosaves and the process that cannot be closed after a force-close (both need the data asked below), and the white lighting on Iris Plus / Iris Xe / UHD (#260).

How to test (Intel HD/UHD/Iris on Windows)

Unzip into a new folder, point the launcher at your game files, choose your Intel card under Graphics card and clear the shader cache once. Put a teste.bat next to God of War III.exe and start the game through it, so the log keeps the GPU details:

@echo off
set GOW3_GPU_LOG=info
start "" "God of War III.exe"

Please run, one user\last_run.log per run:

  1. Default, long session: menu (is Kratos in colour?), New Game, and play through several autosaves. If the game freezes, before closing it open Task Manager → Details → right-click the game → Create memory dump file, and say in the issue where the .DMP is (it is large; we will ask for it separately).
  2. 480p: only Resolution Patch - 480p (no texture fix), through the Poseidon cinematic into the next area.
  3. igc64 check: add set GOW3_NO_MSAA=0 above the start line, clear the shader cache, New Game until the first fight.
  4. Control, once: set GOW3_VERTEX_INPUT_DYNAMIC=1 above the start line; on the HD 630 the 3D scene should be black or blue again.

Also tell us: is your monitor plugged into the motherboard (Intel) or into another graphics card, and does closing with the window's X leave the process stuck, or only Task Manager's End task?

Reply on #35 with which run did what, the log of each run, and for any Fault: or Assertion Failed the twenty lines before it.

Validation so far

  • GTX 1650 (NVIDIA): default unchanged (GPU: vertex input dynamic state on, extensions off: none). Forced static path (GOW3_VERTEX_INPUT_DYNAMIC=0, what Intel cards now use): the cache rebuilds once, the menu with Kratos and gameplay render correctly, no assertion, fault or Vulkan error. Shader-cache startup (pipeline binaries off, as on Intel): 248 cached pipelines rebuilt in the background with their (cache; …) log lines.
  • Unit tests: extension-policy-test, vertex-format-test, shader-profile-test, vertex-input-default-test, no-msaa-test, thread-name-test, compile-log-test, frame-capture-test, async-pipeline-cache-test, perf-overlay-test, warmup-inbox-test, graphics-settings-test; Python suite: 314 tests OK.
  • Not run on Intel hardware: that is what this build is for.

You still need your own God of War III Remastered game files. No game files are included.

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