![]() ![]() I set up verification, and… nothing ¯\_(ツ)_/¯ Theory debunked. If they are done from multiple threads, it could be a possible culprit. That all calls to IDirect3DVertexBuffer9::Lock and IDirect3DVertexBuffer9::Unlock are done from the same thread. That theory is trivial to confirm or debunk via a DX9 wrapper. That the issue is a classic race condition – which also would explain why it looks different every time.Ĭonceptually, it also makes sense – game could be loading models on multiple threads, setting up D3D resourcesĬoncurrently and I imagine that failing to do so in a thread safe manner could result in artifacts looking like that. To mention that people thought this issue shows up only on multicore CPU’s. I theoretized that this issue relates to vertex buffers not updating properly. I have seen variations where most of the environment was not corrupted, but people were T-posing. ![]()
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