Purple world after Hostile Encounters update

Dick Starmans shared this bug 5 hours ago
Submitted

My whole screen is purple, Game files were checked and good. Total restart of SteamOS, still the world is totally purple. as per screenshot..

Replies (1)

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I have the same problem on Fedora Linux using GE-Proton11-6-x86_64.

When starting a new campaign the whole screen is purple and the game crashes after a few seconds.

Previous save games load, but the screen is also purple.

I attached all the log files for the new campaign session.

The Creative Newgame loads fine and does not crash but same purple screen.

I took two screenshots. one facing the sun? and one facing away? showing outlines from a grid.

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I'm running on Linux via Proton (D3D12 translated by vkd3d-proton), so this may not reproduce on Windows, but the cause looks specific enough to be worth a look. What I see in Render.log: Error: Can't compile pso Material ... - ImpostorTemporary ... [DepthShadowMaskViewInstanced, ...] Error: Can't compile pso Material ... - TriplanarTessellationMultiGlobal ... [DepthShadowCubeViewInstanced, ...] Many other materials fail the same way. All failing variants I've seen are *ViewInstanced* shadow passes. What vkd3d-proton logs at the same time: d3d12_pipeline_state_validate_view_instancing: The same RenderTargetArrayIndex 0 is used for multiple ViewIDs. This is unsupported. d3d12_pipeline_state_init_graphics_create_info: Unsupported view instancing configuration used. So the new pipelines use view instancing with several ViewIDs writing to the same RenderTargetArrayIndex (0). vkd3d-proton maps view instancing to Vulkan multiview and doesn't support that configuration. A distinct RenderTargetArrayIndex per ViewID (e.g. one cube face or cascade per slice) would avoid this on my setup. A non-view-instanced fallback for these shadow passes would also work. Setup: - Space Engineers 2 4.0.0.3151, Steam App ID 1133870 - AMD Radeon RX 9070 XT, Mesa 26.2.4, kernel 7.2.11 - GE-Proton11-6, vkd3d-proton 3.1.0, DXVK 3.10 - Render settings: SunShadow High, LocalLightShadow High, Terrain High - Adapter reports ViewInstancingTier Tier2, D3D12 feature level fine

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I already created an issue in the vkd3d-proton github repo

https://github.com/HansKristian-Work/vkd3d-proton/issues/3384

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