http://bugs.winehq.org/show_bug.cgi?id=24928
Summary: WoW 4.x D3D: Water Detail and Sunshafts cannot be enabled fully in d3d9 Product: Wine Version: 1.3.5 Platform: x86-64 OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-d3dx9 AssignedTo: wine-bugs@winehq.org ReportedBy: james.aaron.christie@gmail.com CC: wine-bugs@winehq.org
As the bug summary says. They do not require dx11 mode to be fully enabled. I am able to run "Ultra" water detail and "High" sunshafts on my install of windows XP 32bit. The dx11 renderer has no visual difference from dx9.
The options menu reports that they are disabled for "Graphics related reasons".
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #1 from James Christie james.aaron.christie@gmail.com 2010-10-28 02:08:38 CDT --- Created an attachment (id=31567) --> (http://bugs.winehq.org/attachment.cgi?id=31567) Screenshot of game options menu showing the issue.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #2 from James Christie james.aaron.christie@gmail.com 2010-10-28 02:15:30 CDT --- Created an attachment (id=31568) --> (http://bugs.winehq.org/attachment.cgi?id=31568) Screenshot from opengl of game requesting only SM3 to fully enable water and sunshaft effects.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #3 from James Christie james.aaron.christie@gmail.com 2010-10-28 03:02:40 CDT --- Just to add some blue confirmation for this, you can go here: http://forums.wow-europe.com/thread.html?topicId=14870141987&sid=1#7
The world-based reflections and procedural ripples on the water are features implemented in dx9. The volumetric effect of the sun shafts are as well. Just figured I should cover bases since the Hot-To indicates incorrectly that dx11 is needed to fully enable these features (under the "OTHER NOTES" section).
http://bugs.winehq.org/show_bug.cgi?id=24928
Danellos trevor.w.philip@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |trevor.w.philip@gmail.com
--- Comment #4 from Danellos trevor.w.philip@gmail.com 2010-10-28 05:57:23 CDT --- I can confirm that this is indeed a bug in WINE. I just had a user email me who has the same problem.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #5 from Danellos trevor.w.philip@gmail.com 2010-10-28 06:02:14 CDT --- By the way, there is a slight visual difference between dx11 and dx9 depending on your version of shader model installed. dx9 only supports up to shader model 3, so there WILL be a slight visual difference no matter how high your settings are. As that blue said in that thread: "Added features such as the new water effects and sunshafts are based on the Shader Support your card has."
But the fact that you cant set it to high is indeed quite strange and should be investigated.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #6 from Danellos trevor.w.philip@gmail.com 2010-10-28 06:04:45 CDT --- So thus what is stated in the HOW TO is not incorrect, as it was tested properly under Windows 7 with BOTH dx11 and dx9 modes with a very new Nvidia card. dx10 mode does not exist in WoW just by the way, so that was not tested.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #7 from James Christie james.aaron.christie@gmail.com 2010-10-28 15:15:55 CDT --- Small misunderstanding on my part with the how-to then, so apologies =)
Should still be able to get the world reflection with ripples on water and highest sun shafts on SM3 though, even if the 11 pipeline has slightly better graphical precision or a different rendering method for the shaders.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #8 from Danellos trevor.w.philip@gmail.com 2010-10-28 16:33:00 CDT --- No problem
but as the blue did say, you SHOULD be able to max the settings in dx9 mode given that you do have the correct shader model and the right extensions. This could thus be a WINE bug.
Do note, however, that the OpenGL mode in WoW has only max support for shader model 2, so even in Windows you can't move certain settings beyond "fair". Sunshafts, new water, as well as shadows is also not available in OpenGL mode for WoW Windows client. In dx9 you should be able to max out everything though, as I just said.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #9 from James Christie james.aaron.christie@gmail.com 2010-10-28 16:38:22 CDT --- Yeah, I only put up the opengl screenshot to show that the game was only asking SM3 of the computer to max those settings.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #10 from Danellos trevor.w.philip@gmail.com 2010-10-28 16:45:41 CDT --- ok no problem then
http://bugs.winehq.org/show_bug.cgi?id=24928
Jase Whipp jason.whipp@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jason.whipp@gmail.com
--- Comment #11 from Jase Whipp jason.whipp@gmail.com 2010-11-02 13:40:40 CDT --- If I use the -d3d10 option when launching WoW, I get these options, some are good, some go to ultra other than sun shafts which remains disabled for "Graphics Related Reasons". Turning water to anything but low makes under-water black, and you can't see anything. I have a GTS 250 so shader model 4 is supported.
I tend to agree with the app db information on this, if these are shader model 4 options and the WoW opengl mode is only shader model 3, they're going to be disabled. Now, why running in dx10 mode are we not seeing these available with the latest NVidia driver, I don't know.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #12 from James Christie james.aaron.christie@gmail.com 2010-11-05 20:55:21 CDT --- There is no dx10 mode in WoW. It only supports 9 and 11. OpenGL for the game only supports SM2.
Via dx9 and SM3 you can fully enable all graphics options in windows even if there are minor differences between 9 and 11 with them. That's where the issue lies.
Running wow with -d3d10 just reverts the game to directx 9 mode since d3d10 is not a valid renderer.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #13 from Rudolf Mayerhofer rm@eightyfive.net 2010-11-06 11:33:42 CDT --- Just compiled the latest git version of wine and this allows me to enable sunshafts in d3d9 mode. This also changes the error on liquid detail tooltips to "Update your graphics drivers" for levels above "Fair".
Simply bumping the nvidia driver versions in wined3d's directx.c to the latest windows versions allows me to select everything up to ultra settings in d3d9 mode on wine. Only problem here is liquid detail above "Fair" produces no water effects at all. Seems like something is missing somewhere to support this.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #14 from Danellos trevor.w.philip@gmail.com 2010-11-07 01:23:11 CST --- Hi there
thank you very much for finding this out! I will definitely make a point today to add that to the HOW-TO.
I would just like to stress once again to a previous poster, that the -d3d10 is an invalid extension in WoW and, like was said already, you will be reverted back to dx9.
I would also like to again stress that although the settings may be "maxed out" in dx9 mode, it will NOT look "maxed out" due to the nature of the shader model support of the d3d9 api, even in WINE.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #15 from Danellos trevor.w.philip@gmail.com 2010-11-07 01:25:23 CST --- This might thus conclude that whoever is compiling WINE for Ubuntu hasn't compiled it properly for the sunshafts to work for some people (as it only affects some people and not all). I will try to contact that person soon.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #16 from James Christie james.aaron.christie@gmail.com 2010-11-07 03:37:09 CST --- I would like to say that on my install of window 7 I cannot discern any visual difference between dx9 and dx11. For the maxed out water they reflect the same things in the same manner, both produce the ripples and I can't come up with any comparison screenshots that show any difference whatsoever. This is all being run on a GeForce460. The same goes for the sunshafts. Try as I might I just can't find any visual difference at all. They looks the same as the shaders on my XP machine as well.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #17 from Danellos trevor.w.philip@gmail.com 2010-11-07 03:49:44 CST --- It depends purely on the shader model capabilities of your graphics card and drivers. There is more than enough evidence to suggest that the highest shader model (and vertex) capability of direct3d9 is shader model 3, and the highest for direct3d11 is shader model 5.
I have also had it confirmed by 2 people on the beta servers and one friend in my guild. One used an ATI card and the other 2 used Nvidia.
Sometimes hardware vendors my provide extensions to the dx9 api. But the dx9 api is still limited to its shader model.
here is also more evidence for you: http://www.gamedev.net/community/forums/topic.asp?topic_id=583157
As the Blue Poster said on the link provided above, the settings may be "maxed out" but they will NOT look "maxed out" depending on which shader model is in use.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #18 from James Christie james.aaron.christie@gmail.com 2010-11-07 03:58:01 CST --- That's what I was saying though, the graphics look exactly the same between the dx9 card I have on XP and the dx11 card I have on windows 7 (shader model 5). I'm not arguing that there can't be differences, I just can't see any at all in WoW. Visually there don't appear to be any differences whatsoever. There may be in the latest beta builds but there's nothing in the live build that I can find.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #19 from Danellos trevor.w.philip@gmail.com 2010-11-07 04:04:09 CST --- Ah ok, I understand what you mean.
The main difference is the reflections on the water I believe, and other subtle special effects. I think the main purpose of the dx11 API was to provide a means for better gfx memory management for Win7/Vista users.
Although Blizzard is still using OpenGL 2.1 on their Mac client, I believe the Mac OpenGL is slightly different from ours. Thus their OpenGL would have a higher shader model support. Just thought I'd say this for interest's sake.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #20 from James Christie james.aaron.christie@gmail.com 2010-11-07 04:09:39 CST --- The Mac client does have a totally differen GL pipeline. Yeah, the biggest difference I heard about was that dx11 was supposed to render players and dynamic objects, but it doesn't at all on live at least. The only improvement I've ever heard touted from Blizzard was *potentially* higher framerates in dx11 mode, which at least on my 7 machine I do see, so that's nice. =)
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #21 from Rudolf Mayerhofer rm@eightyfive.net 2010-11-07 05:55:30 CST --- (In reply to comment #15)
This might thus conclude that whoever is compiling WINE for Ubuntu hasn't compiled it properly for the sunshafts to work for some people (as it only affects some people and not all). I will try to contact that person soon.
After looking through gx.log from WoW it seems that sunshafts and higher liquid details require special texture formats to work and one of them (INTZ) was added to Wine a few days ago (commit f0b0c1b1dddf606177651deb45c0afd6259076aa). This means that the next Wine version (1.3.7) should enable those features for most people using d3d9.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #22 from Danellos trevor.w.philip@gmail.com 2010-11-07 07:00:19 CST --- Okay very good then. Many thanks for your findings.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #23 from Danellos trevor.w.philip@gmail.com 2010-11-07 07:04:33 CST --- I have added the information in the "KNOWN ISSUES" of the troubleshooting section.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #24 from Danellos trevor.w.philip@gmail.com 2010-11-07 07:06:06 CST --- (In reply to comment #15)
This might thus conclude that whoever is compiling WINE for Ubuntu hasn't compiled it properly for the sunshafts to work for some people (as it only affects some people and not all). I will try to contact that person soon.
What I have said here... ignore it please. There was a slight misunderstanding on my part, so my apologies.
http://bugs.winehq.org/show_bug.cgi?id=24928
Florian Albrechtskirchinger falbrechtskirchinger.bugs@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |falbrechtskirchinger.bugs@g | |mail.com
--- Comment #25 from Florian Albrechtskirchinger falbrechtskirchinger.bugs@gmail.com 2010-11-07 18:30:49 CST --- (In reply to comment #21)
After looking through gx.log from WoW it seems that sunshafts and higher liquid details require special texture formats to work and one of them (INTZ) was added to Wine a few days ago (commit f0b0c1b1dddf606177651deb45c0afd6259076aa). This means that the next Wine version (1.3.7) should enable those features for most people using d3d9.
Unfortunately, using Wine 1.3.6-240-g791b22a, I still end up with no water at all (Liquid Detail: Good/Ultra).
gx.log contains the following regarding the INTZ texture format:
Preparing to create sample-able depth buffer texture: DepthCache is supported! Format: INTZ FormatResolve: Unknown
http://bugs.winehq.org/show_bug.cgi?id=24928
Florian Albrechtskirchinger falbrechtskirchinger.bugs@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #26 from Florian Albrechtskirchinger falbrechtskirchinger.bugs@gmail.com 2010-11-07 18:33:32 CST --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #27 from Danellos trevor.w.philip@gmail.com 2010-11-07 23:35:16 CST --- (In reply to comment #25)
(In reply to comment #21)
After looking through gx.log from WoW it seems that sunshafts and higher liquid details require special texture formats to work and one of them (INTZ) was added to Wine a few days ago (commit f0b0c1b1dddf606177651deb45c0afd6259076aa). This means that the next Wine version (1.3.7) should enable those features for most people using d3d9.
Unfortunately, using Wine 1.3.6-240-g791b22a, I still end up with no water at all (Liquid Detail: Good/Ultra).
gx.log contains the following regarding the INTZ texture format:
Preparing to create sample-able depth buffer texture: DepthCache is supported! Format: INTZ FormatResolve: Unknown
May I ask which graphics card you are using? It seems to me that this bug affects people in a different way, depending on graphics card. I could be wrong of course.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #28 from Florian Albrechtskirchinger falbrechtskirchinger.bugs@gmail.com 2010-11-08 02:43:45 CST --- (In reply to comment #27)
May I ask which graphics card you are using? It seems to me that this bug affects people in a different way, depending on graphics card. I could be wrong of course.
Geforce GTX 285, driver version 260.19.12.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #29 from Rudolf Mayerhofer rm@eightyfive.net 2010-11-08 03:23:08 CST --- (In reply to comment #25)
(In reply to comment #21)
After looking through gx.log from WoW it seems that sunshafts and higher liquid details require special texture formats to work and one of them (INTZ) was added to Wine a few days ago (commit f0b0c1b1dddf606177651deb45c0afd6259076aa). This means that the next Wine version (1.3.7) should enable those features for most people using d3d9.
Unfortunately, using Wine 1.3.6-240-g791b22a, I still end up with no water at all (Liquid Detail: Good/Ultra).
gx.log contains the following regarding the INTZ texture format:
Preparing to create sample-able depth buffer texture: DepthCache is supported! Format: INTZ FormatResolve: Unknown
Getting the same problem using a 9800GTX on driver 260.12.09. There's still something wrong.
This could also be a WoW issue as there are still several issues with the water rendering right now (according to wow forums posts) and some windows users seem to have similar issues with invisible water.
http://bugs.winehq.org/show_bug.cgi?id=24928
Andrew Mitchell ajmitch@ubuntu.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |ajmitch@ubuntu.com
http://bugs.winehq.org/show_bug.cgi?id=24928
pjansen33621@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |pjansen33621@gmail.com
--- Comment #30 from pjansen33621@gmail.com 2010-11-13 09:32:01 CST --- (In reply to comment #29)
(In reply to comment #25)
(In reply to comment #21)
After looking through gx.log from WoW it seems that sunshafts and higher liquid details require special texture formats to work and one of them (INTZ) was added to Wine a few days ago (commit f0b0c1b1dddf606177651deb45c0afd6259076aa). This means that the next Wine version (1.3.7) should enable those features for most people using d3d9.
Unfortunately, using Wine 1.3.6-240-g791b22a, I still end up with no water at all (Liquid Detail: Good/Ultra).
gx.log contains the following regarding the INTZ texture format:
Preparing to create sample-able depth buffer texture: DepthCache is supported! Format: INTZ FormatResolve: Unknown
Getting the same problem using a 9800GTX on driver 260.12.09. There's still something wrong.
This could also be a WoW issue as there are still several issues with the water rendering right now (according to wow forums posts) and some windows users seem to have similar issues with invisible water.
I haven't made changes to be able to set liquid detail to good/ultra, but when I set the sunshafts to highest setting in wine, the effect does not work in game. In Windows 7, when the sun gets partially blocked by an object, the sun shaft effect works, but the effect does not work on wine-git, after INTZ was added, or wine 1.3.7. I also get the same message in gx.log. My video card is an nvidia 285gtx also running driver 260.12.09.
http://bugs.winehq.org/show_bug.cgi?id=24928
Nephyrin zey Nephyrin@nephyrin.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |Nephyrin@nephyrin.net
--- Comment #31 from Nephyrin zey Nephyrin@nephyrin.net 2010-11-23 19:00:05 CST --- When I setup a test prefix with 'winetricks directx9', and then attempt to initialize 'good' water, I get:
fixme:d3d:context_check_fbo_status FBO status GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (0x8cd6) fixme:d3d:context_check_fbo_status Location SFLAG_INTEXTURE (0x40). fixme:d3d:context_check_fbo_status Color attachment 0: (0x23f19f60) WINED3DFMT_B8G8R8A8_UNORM 2048x2048 fixme:d3d:context_check_fbo_status Depth attachment: (0x24a5e1e0) WINED3DFMT_X8D24_UNORM 2048x2048 err:d3d_draw:drawStridedFast >>>>>>>>>>>>>>>>> GL_INVALID_FRAMEBUFFER_OPERATION (0x506) from glDrawElements @ ../../../wine/dlls/wined3d/drawprim.c / 43
Spammed many times.
I also get this on ultra-level water detail:
err:d3d:resource_init Out of memory! err:d3d9:device_parent_CreateSurface (0x134604) CreateSurface failed, returning 0x8876017c fixme:d3d_texture:texture_init Failed to create surface 0x24f542a0, hr 0x8876017c
Which I suspect is why i'm getting out of memory crashes constantly, despite having 1.7Gigs of video ram and plenty of free system ram :(
http://bugs.winehq.org/show_bug.cgi?id=24928
Rodd Snook rodd.snook@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |rodd.snook@gmail.com
--- Comment #32 from Rodd Snook rodd.snook@gmail.com 2010-11-28 23:42:02 CST --- (In reply to comment #30)
(In reply to comment #29)
(In reply to comment #25)
(In reply to comment #21)
After looking through gx.log from WoW it seems that sunshafts and higher liquid details require special texture formats to work and one of them (INTZ) was added to Wine a few days ago (commit f0b0c1b1dddf606177651deb45c0afd6259076aa). This means that the next Wine version (1.3.7) should enable those features for most people using d3d9.
Unfortunately, using Wine 1.3.6-240-g791b22a, I still end up with no water at all (Liquid Detail: Good/Ultra).
gx.log contains the following regarding the INTZ texture format:
Preparing to create sample-able depth buffer texture: DepthCache is supported! Format: INTZ FormatResolve: Unknown
Getting the same problem using a 9800GTX on driver 260.12.09. There's still something wrong.
This could also be a WoW issue as there are still several issues with the water rendering right now (according to wow forums posts) and some windows users seem to have similar issues with invisible water.
I haven't made changes to be able to set liquid detail to good/ultra, but when I set the sunshafts to highest setting in wine, the effect does not work in game. In Windows 7, when the sun gets partially blocked by an object, the sun shaft effect works, but the effect does not work on wine-git, after INTZ was added, or wine 1.3.7. I also get the same message in gx.log. My video card is an nvidia 285gtx also running driver 260.12.09.
Confirming this. I'm unable to set water past fair (possibly unsupported on my card), but setting sunshafts to any enabled setting results in no visible sunshafts. With sunshafts disabled there is a strong "glare" effect when staring at the sun. This effect is gone when sunshafts are enabled.
Wine: 1.3.8; Video card: nvidia 8600GT 512MB; Driver: 260.19.21
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #33 from Rodd Snook rodd.snook@gmail.com 2010-12-07 20:56:39 CST --- In addition to my previous comment, I've updated to nvidia beta driver 260.19.26 and still unable to set liquid detail levels "Good" or "Ultra". The given message by the game is "update your graphics card driver".
A clean Windows XP install with nvidia 260.99 driver allows all settings for both sunshafts and liquid detail, so it's not a lack of card capabilities.
I'll attach gx.log files for both Windows and Wine runs. The Windows one is somewhat longer, I think due to me changing resolution during the game run. The primary difference seems to be that on Windows an nvidia-specific API is detected and used.
Windows has
NVAPI: 1 ISceneBegin: Retrieving NvAPI depth surface handle (00000003, status == 0)! CGxDevice::D3d9AdapterID(): RET: 1, VID: 10de, DID: 402, DVER: 6000e.c17d3 CGxDevice::D3d9AdapterID(): RET: 1, VID: 10de, DID: 402, DVER: 6000e.c17d3 Preparing to create sample-able depth buffer texture: DepthCache is supported! Format: INTZ FormatResolve: Unknown
Wine has only
NVAPI: 0
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #34 from Rodd Snook rodd.snook@gmail.com 2010-12-07 20:57:37 CST --- Created an attachment (id=32403) --> (http://bugs.winehq.org/attachment.cgi?id=32403) Windows gx.log
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #35 from Rodd Snook rodd.snook@gmail.com 2010-12-07 20:58:00 CST --- Created an attachment (id=32404) --> (http://bugs.winehq.org/attachment.cgi?id=32404) Wine gx.log
http://bugs.winehq.org/show_bug.cgi?id=24928
Joshua wine@placesthroughtime.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |wine@placesthroughtime.com
--- Comment #36 from Joshua wine@placesthroughtime.com 2010-12-16 09:09:27 CST --- (In reply to comment #13)
Just compiled the latest git version of wine and this allows me to enable sunshafts in d3d9 mode. This also changes the error on liquid detail tooltips to "Update your graphics drivers" for levels above "Fair".
Simply bumping the nvidia driver versions in wined3d's directx.c to the latest windows versions allows me to select everything up to ultra settings in d3d9 mode on wine. Only problem here is liquid detail above "Fair" produces no water effects at all. Seems like something is missing somewhere to support this.
^^^^^ This definately works to allow setting it to a higher quality, so how can we tell what parts of the D3D api aren't implented that would allow for sed water effects?
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #37 from Nephyrin zey Nephyrin@nephyrin.net 2011-02-04 20:02:16 CST --- Just to sum up the current state of WoW D3D in 1.3.13: The game wont let you enable certain effects until you either bump up the reported nvidia driver version or set your game to windows 7 mode. Once that is done, you can select all ultra settings. Despite some reports, you don't need DX11 for this, although said settings might look nicer if we had a DX11 mode available.
However, these still don't work: 1) Sunshafts. Enabling them disables the sun's bloom effect, but doesn't replace it with any sunshaft effects, giving you little more than a circular texture for the sun. 2) Water above 'fair' quality. Both 'good' and 'ultra' quality give invisible water. 3) Multisampling on nvidia drivers older than 270.18, but 270.18 works great (finally!)
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #38 from Nephyrin zey Nephyrin@nephyrin.net 2011-02-08 14:20:50 CST --- WoW's 4.0.6 patch just came out, and now these items both behave differently (though are still busted):
1) Sunshafts now work when enabled, but the occlusion of the sun seems to not update. IE: if I enable them with my character partially obscuring the sun, I can always see a outline of my character in the sunshafts by looking at the sun. Disabling/re-enabling sunshafts updates this outline, but it wont update per-frame like it should.
2) Good/Ultra water effects now display 'update your graphics card driver' on windows 7 mode as well.
When starting the game the following lines are printed a few times each:
fixme:d3d:debug_d3dformat Unrecognized 0x34324644 (as fourcc: DF24) WINED3DFORMAT! fixme:d3d:debug_d3dformat Unrecognized 0x5a534552 (as fourcc: RESZ) WINED3DFORMAT! fixme:d3d:debug_d3dformat Unrecognized 0x5a574152 (as fourcc: RAWZ) WINED3DFORMAT!
When enabling low/high sunshafts this is printed once:
err:d3d_surface:surface_modify_location Surface 0xe18c680 does not have any up to date location.
http://bugs.winehq.org/show_bug.cgi?id=24928
Jerome Leclanche adys.wh@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |adys.wh@gmail.com
--- Comment #39 from Jerome Leclanche adys.wh@gmail.com 2011-03-27 13:46:18 CDT --- Fixed in wine-1.3.16.
Water is broken, ill file a new bug.
http://bugs.winehq.org/show_bug.cgi?id=24928
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution| |FIXED
--- Comment #40 from Austin English austinenglish@gmail.com 2011-03-27 13:57:46 CDT --- Fixed.
http://bugs.winehq.org/show_bug.cgi?id=24928
Mathijs Kwik bluescreen303@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |bluescreen303@gmail.com
--- Comment #41 from Mathijs Kwik bluescreen303@gmail.com 2011-03-30 01:50:18 CDT --- I'm running 1.3.16 and still see the behavior described by Nephyrin zey.
When enabling higher water & sunshaft settings, it seems a snapshot of my character is taken. Whenever I look to the sun, I see sunshafts around that snapshot, but they don't update when my character moves/changes shape. Also, I do see water on the higher levels, but the silhouette of the snapshot of my character seems to be overlay the water, so no water is shown there and I look through to the bottom of the lake. As if my character is in front of it, but in reality it moved (changed camera position).
So I wouldn't consider this bug resolved/fixed yet.
I'm on arch linux with a 2.6.38 kernel. Nvidia driver 270.30 WoW was installed on a clean Wine 1.3.16 WINEPREFIX (not upgraded from older version) My WINEARCH is win64, which I didn't expect to work yet, but I had no issues apart from this sunshaft/water stuff. I'm not using winetricks d3dx9. I tried it, but didn't notice any differences (same performance, and still this same bug), so I disabled it again (by restoring the winedir I backed up before it).
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #42 from Jerome Leclanche adys.wh@gmail.com 2011-03-30 01:55:11 CDT --- (In reply to comment #41)
I'm running 1.3.16 and still see the behavior described by Nephyrin zey.
When enabling higher water & sunshaft settings, it seems a snapshot of my character is taken. Whenever I look to the sun, I see sunshafts around that snapshot, but they don't update when my character moves/changes shape. Also, I do see water on the higher levels, but the silhouette of the snapshot of my character seems to be overlay the water, so no water is shown there and I look through to the bottom of the lake. As if my character is in front of it, but in reality it moved (changed camera position).
So I wouldn't consider this bug resolved/fixed yet.
I'm on arch linux with a 2.6.38 kernel. Nvidia driver 270.30 WoW was installed on a clean Wine 1.3.16 WINEPREFIX (not upgraded from older version) My WINEARCH is win64, which I didn't expect to work yet, but I had no issues apart from this sunshaft/water stuff. I'm not using winetricks d3dx9. I tried it, but didn't notice any differences (same performance, and still this same bug), so I disabled it again (by restoring the winedir I backed up before it).
This bug is about being unable to select the higher settings, which has been fixed. The issues you are describing are for another bug. Bug 26571 has been filed for the water issues.
http://bugs.winehq.org/show_bug.cgi?id=24928
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #43 from Alexandre Julliard julliard@winehq.org 2011-04-01 12:39:57 CDT --- Closing bugs fixed in 1.3.17.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #44 from Jerome Leclanche adys.wh@gmail.com 2011-10-26 06:35:41 CDT --- This has been an issue once again for a little while now.
http://bugs.winehq.org/show_bug.cgi?id=24928
Jerome Leclanche adys.wh@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Blocks| |26571
http://bugs.winehq.org/show_bug.cgi?id=24928
Frédéric Delanoy frederic.delanoy@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|CLOSED |REOPENED CC| |frederic.delanoy@gmail.com Resolution|FIXED |
--- Comment #45 from Frédéric Delanoy frederic.delanoy@gmail.com 2011-10-26 06:37:19 CDT --- Reopening as per comment 44
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #46 from Jerome Leclanche adys.wh@gmail.com 2011-10-26 07:22:04 CDT --- (In reply to comment #45) Tested in wine-1.3.16; this is not a regression, the WoW checks just got tougher.
http://bugs.winehq.org/show_bug.cgi?id=24928
John Porterfield ycarus@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |ycarus@gmail.com
--- Comment #47 from John Porterfield ycarus@gmail.com 2011-12-13 07:07:45 CST --- This issue is still present in 1.3.34
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #48 from Rodd Snook rodd.snook@gmail.com 2011-12-30 17:21:02 CST --- It looks like WoW is now checking explicitly for the presence of nvapi before enabling these options. It may be checking something similar for ATI cards too, but I can't test that.
Using nvapi.dll from a Windows installation of the nvidia driver and WINEDLLOVERRIDES=nvapi=native allows these options to be selected. However, bug 26571 still applies, with water disappearing entirely at "good" or "ultra" setting for liquid detail.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #49 from Rodd Snook rodd.snook@gmail.com 2011-12-30 17:40:50 CST --- Note that what we get from gx.log with Linux/WINE is:
12/31 10:10:02.402 NVAPI: 1
12/31 10:10:02.402 ISceneBegin: Retrieving NvAPI depth surface handle (00000000, status == -1)!
Where the Windows log has:
12/28 03:17:40.343 NVAPI: 1
12/28 03:17:40.343 ISceneBegin: Retrieving NvAPI depth surface handle (00000003, status == 0)!
12/28 03:17:42.484 Preparing to create sample-able depth buffer texture:
12/28 03:17:42.484 DepthCache is supported!
12/28 03:17:42.484 Format: INTZ
12/28 03:17:42.484 FormatResolve: Unknown
What looks to be an error return from ISceneBegin is not stopping the game from enabling the menu options.
http://bugs.winehq.org/show_bug.cgi?id=24928
Maarten Lankhorst m.b.lankhorst@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |m.b.lankhorst@gmail.com
--- Comment #50 from Maarten Lankhorst m.b.lankhorst@gmail.com 2012-03-14 13:58:06 CDT --- If you care enough about warcraft, you could write your own dumb nvapi dll and get things to work.
nvapi is implemented as a static library that calls the real nvapi dynmically.
Each function is implemented roughly as this:
nvapi_status __cdecl function(args...) { if (!nvapi_getprocaddr) return error;
nvapi_status ret = nvapi_getprocaddr(....,0xHASHHASH, &ptr); if (ret != ok) return ret; return ptr(args...); }
If you want the hash, you need a mingw objdump. Download the lib at http://developer.nvidia.com/nvapi and objdump -d x86/nvapi.lib
For example _NvAPI_EnumLogicalGPUs has this as body: e1f: 68 59 ea b3 48 push $0x48b3ea59 e24: ff 15 00 00 00 00 call *0x0
This means the hash 0x48b3ea59 corresponds to NvAPI_EnumLogicalGPUs
I may be wrong in some details here, especially function pointers, but this is roughly how nvidia implemented nvapi.dll, the header is nice for prototypes but the specific one used by WoW is completely undocumented, but things can still work if it fails. You need a specific hack in wined3d though, there is a fixme:wined3d of something that's not supposed to work, and if you let it pass instead of failing, things will work.
It's been a long time since I worked on this and I lost the hack, I can honestly not remember everything since I stopped playing a month after the game was released and only came back a bit to see if i could get it working. I was so disappointed at the 'ultra' water detail and 'high' sunshafts that I never saw a reason to pursue it further, especially since some other games crashed on the presence of nvapi.
http://bugs.winehq.org/show_bug.cgi?id=24928
--- Comment #51 from John Porterfield ycarus@gmail.com 2012-04-10 07:39:47 CDT --- The issue of both the options not being available and that if they're made availble, don't work, seem to actually be resolved in the MoP Beta, though there are other issues with enabling these options.
http://bugs.winehq.org/show_bug.cgi?id=24928
Jerome Leclanche adys.wh@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|REOPENED |RESOLVED Resolution| |UPSTREAM
--- Comment #52 from Jerome Leclanche adys.wh@gmail.com 2013-04-20 14:39:41 CDT --- This works since 5.1, i think it's actually more of an upstream thing.
http://bugs.winehq.org/show_bug.cgi?id=24928
Jerome Leclanche adys.wh@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #53 from Jerome Leclanche adys.wh@gmail.com 2013-04-20 14:39:51 CDT --- Closing