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LA Noire DX9 crash/possible fix about gedosato HOT 4 OPEN

peterth avatar peterth commented on August 28, 2024
LA Noire DX9 crash/possible fix

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Comments (4)

PeterTh avatar PeterTh commented on August 28, 2024

Yeah, we talked about this before, but it's really interesting that it is only called if you downsample. I really don't understand that right now. The GetBackbuffer code is correct, it's supposed to increase the reference count (http://msdn.microsoft.com/en-us/library/windows/desktop/bb174379%28v=vs.85%29.aspx, look at Remarks).

We could change it for LA Noire only, but I'd much rather figure out what is really broken and fix that.

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Boulotaur2024 avatar Boulotaur2024 commented on August 28, 2024

I really tried my best but it's still a mystery. Makes no sense at all...
Well, nevermind. After all the game has a DX11 mode. Hopefully it'll work fine in DX11 :p

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PeterTh avatar PeterTh commented on August 28, 2024

Have you tried running it with the DirectX debug runtime? Does that give any useful information?

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Boulotaur2024 avatar Boulotaur2024 commented on August 28, 2024

I did. No it doesnt give any useful information.
The only new thing I noticed is that when downsampling the game seems to create 2 backbuffers (and it's not a SWAP_FLIP thing I checked that) :

numBackbuffers : 2 <-- trace added by me
Generating backbuffers:
Backbuffer 0: 09765BB8
Backbuffer 1: 09765B80
backBuffers size : 2 <-- trace added by me

I don't even have any kind of antialiasing enabled why would it create 2 backbuffers ?
I even tried to change -in redirectGetBackBuffer()- the backBuffers[iBackBuffer]->getSurf(); into backBuffers[1]->getSurf(); but it didn't help (well that was bit random hehe)

(As far as I'm concerned I'm done with this game)

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