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). WithVK_EXT_vertex_input_dynamic_statethe 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=1or0on any card. GOW3_VK_DISABLE_EXT=<ext,...>|allturns 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=5when 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:andSTOP: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:
- 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
.DMPis (it is large; we will ask for it separately). - 480p: only Resolution Patch - 480p (no texture fix), through the Poseidon cinematic into the next area.
- igc64 check: add
set GOW3_NO_MSAA=0above thestartline, clear the shader cache, New Game until the first fight. - Control, once:
set GOW3_VERTEX_INPUT_DYNAMIC=1above thestartline; 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.