github FelipePrado0/gow3_pc windows-v2.3.0-intel-hd630-test2
Test build intel-hd630-test2 on 2.3.0: 3D black or blue on Intel HD/UHD (2.3.0-intel-hd630-test2)

pre-release3 hours ago

Second test build for Intel HD/UHD Graphics on Windows (#35, #288): the 3D scene rendering black or blue only. It is 2.3.0 plus PR #214, built by GitHub Actions from c0a8684 (the Windows zip workflow, opened on a clean Windows runner before publishing). Same fix as windows-v2.3.0-intel-hd630-test1; this build adds logging for the problems still open. 2.2.0 and 2.3.0 do not have the fix yet.

What changes from 2.3.0

  • Vulkan dynamic vertex input is off by default on Intel's Windows driver. With VK_EXT_vertex_input_dynamic_state the HD 630 draws every 3D object black or blue; without it the scene is correct (confirmed by the HD 630 tester in two rounds). NVIDIA, AMD, RADV, Mesa ANV and MoltenVK are unchanged. Launcher: Performance → GPU data → Dynamic vertex input (Automatic / On / Off); GOW3_VERTEX_INPUT_DYNAMIC=1/0 forces it.
  • On the HD 630, do not force dynamic vertex input on or guest multisampling on (GOW3_VERTEX_INPUT_DYNAMIC=1, GOW3_NO_MSAA=0): in the last round either one led to a crash in Intel's shader compiler (igc64.dll). Both are off by default on Intel.
  • The static vertex path no longer stops with SurfaceFormat: Unknown data_format=15 when a draw-preparation worker reads a vertex descriptor the game is still writing; the tester's 480p run in test1 went past the old stop point.
  • Every GPU rebuilds its shader cache once on the first launch of this build, and again whenever dynamic vertex input is switched.

New in test2 (logging)

  • Log lines no longer get mixed character by character when two threads write at once.
  • The log says whether shaders compile in the background and where that came from: GPU: background shader compilation on (default), off (gow3.ini), off (GOW3_ASYNC_SHADERS=0), and ... switched on/off (in-game menu) when it changes during play.
  • For pipelines without a pixel shader, the compile line shows the state inherited from the previous draw, e.g. Compiling graphics pipeline 0x… (vs 0x…; no fs: RectList, sample shading off, aux tess 3 inputs).
  • Shorter logs on later launches: the per-shader lines of the shader-cache warm-up moved to the debug level; the per-pipeline lines stay.

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. Start the game through a teste.bat next to God of War III.exe:

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

Copy user\last_run.log right after each run (the next start overwrites it).

  1. Default settings, long session. In the launcher turn Compile new shaders in the background and VSync on, and use the same patches as your first test round (Bug Fix - Texture Corruption Fix, Skip Intro, Skip Any Video With X Button, Frame Rate Patch - 120 FPS). The log must say GPU: background shader compilation on. Play New Game through the Pos300 autosaves into the next areas. If the game freezes, before closing it open Task Manager → Details → right-click the game → Create memory dump file, and tell us where the .DMP is.
  2. 480p on the other card (only if your PC has a second GPU): Resolution Patch - 480p, Graphics card set to the other GPU, play to a snow area. Is the lighting too bright there too?
  3. 720p on the Intel card: Resolution Patch - 720p, same snow area. Too bright or normal?

Other GPUs (NVIDIA, AMD): dynamic vertex input stays on, as in 2.3.0. If this build does not start or crashes early on your card, attach user\last_run.log.

Reply on #35 with which run did what and the log of each run.

Validation so far

  • Unit tests (C++): extension-policy-test, vertex-format-test, shader-profile-test, vertex-input-default-test, no-msaa-test, thread-name-test, compile-log-test, log-interleave-test, aux-tess-inputs-test, frame-capture-test, async-pipeline-cache-test, perf-overlay-test, warmup-inbox-test, graphics-settings-test; Python suite: 314 tests OK.
  • GTX 1650 (NVIDIA), test1 code: default unchanged; forced static path renders the menu and gameplay correctly.
  • HD 630 (tester, test1): black/blue fixed, New Game and 480p play without a stop.

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

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