I have tried several DX12 titles in the past and none of them work. In the current steam sale, I am considering buying Resident Evil Village. I have the Demo installed, and it loads to a black screen.
I have vkd3d and vkd3d-proton-git installed.
My system is up to date using the recommended, default intel/nvida hybrid setup in manjaro hardware config. My kernel is 5.15.7-1-MANJARO. I have tried many current and older proton and proton ge versions.
I collected a lots of DX11 games and tried them on Crossover 20, but almost all of them are have black screen issues or just crashing at launch.
If you need logs then tell me how to get them and I'll try to collect for all of them, I really want to help you all because I really like playing DX9 games on CrossOver. But there are still things that just isn't normal (I think).
by "same" i mean i have black screen issue. i can see clearly that i have logged into game (on window header it shows character name) and can even move in game (when i log in with fullscreen mode i can say character has moved from original position), but screen is just black.
I have tried all different possible settings but none of them works for windowed mode (eventho the game client itself also offeres windowed mode settings).
Fullscreen works just fine.
Anyone with better knowledge of computers and crossover down for helping me fix this issue perhaps?
I would be keen to help as much as i could ofcourse.
by "same" i mean i have black screen issue. i can see clearly that i
have logged into game (on window header it shows character name) and
can even move in game (when i log in with fullscreen mode i can say
character has moved from original position), but screen is just
black.
I have tried all different possible settings but none of them works
for windowed mode (eventho the game client itself also offeres
windowed mode settings).
Fullscreen works just fine.
Anyone with better knowledge of computers and crossover down for
helping me fix this issue perhaps?
I would be keen to help as much as i could ofcourse.
Hi guys,
Anyone had problems with black screens in this game?
I have one right after Clock Tower Plaza fight, Carlos drags out Jill and then it's only black screen...
Ideas, solutions ?
I've played through Resident Evil 3 Remake countless times now and I've never encountered this bug, but I would recommend going through all of the basic troubleshoots if you haven't already, such as; restarting your game/console, deleting/reinstalling the game, uploading/deleting saved data, so on. Hopefully then the problem will be solved for you!
Windows updates are used to keep Windows and several other Microsoft programs updated. They also include feature enhancements and security updates to protect your system from malware and malicious attacks. To take full advantage of Windows updates, follow the instructions below to download and install them:
High-Dynamic Range (HDR) refers to the ability of a monitor to display a wider range of contrast ratio and color than an SDR (Standard Dynamic Range) display. This means the image on display is closer to real life. Despite its fascinating features, it could be the cause that your game merely shows a black screen according to players. Therefore, you may need to disable HDR and check if it solves your issue. To do this, take these steps:
Now, the re2.exe will always lead to a black screen that never loads, and if I manually force-close the window of the black screen of RE 2 Remake failing to load, then Windows says the program has stopped responding and gives me a prompt either to force-close it or wait. If I wait, then it just stays at the same black screen forever.
3. Completely uninstalling the game and reinstalling. I have done this several times already, with both the DX11 non-RT version and also the DX12 RT version. The re2.exe hangs and fails to load in the same way in both versions, no matter how many times I verify and/or reinstall the game.
Now, to be able to run the game I use DDRawCompat otherwise it won't start.
On Windows 10, I have to had admin mode on top of that.
But most importantly, I tried every value possible for the "Display Driver" value (value stored inside HKLM\Software\Wow6432Node\CAPCOM\RESIDENT EVIL 2\), and 0xe (which is "Rendition V2200" in the game's CD launcher) is what I use. There's around 15 different values possible, but only a few work. And when they work, they all have the same behavior (apart from software mode, which is value 0x5 and 0x7).
But anyway, I have the dgVodooo patch for this game (applied on the French release I have).
However, videos don't show with dgVodooo, even in windowed mode.
I have managed sometimes to have the game run in a tiny window, and then the videos will display in an even smaller window. It works that way, but it's difficult to see anything.
So, bascially, I have three options :
1.Wait for dgVoodoo2 to support fullscreen (VfW ?) video playback on games such as this one. I'm not impatient, the black boxes problem isn't present for 80% of the game and it doesn't prevent the player from finishing the game.
2.Find a way around the problem. But I don't know what to do. I had the idea of some sort of VfW -> DirectShow Wrapper, like Gulikoza did years ago with it's MCI -> DirectShow wrapper for Wing Commander 4.
But I don't know at all if that's doable. I looked around and it utterly confused me.
For example :
- Media Foundation seems to have replaced DirectShow (which replaced VfW, which replaced MCI... Long story, ain't it ?). But the documentation is nowhere to be found, and the SDK samples seem to have been removed.
- If I run RESIDENT EVIL 2 with API Monitor it seems to use... DirectShow interfaces, like iGraphBuilder:RenderFIle. So if dgVooodoo needs a game to use DirectShow for videos to work, why does RE2 seems to use DirectShow ? Does Windows wraps the calls ? And why then it doesn't show ? Are there other requirements ?
- To compare, I tried Resident Evil 3 with dgVoodoo2. The videos worked fine. It seems to use functions from MSACSM32.DLL like acmStreamOpen. Are they DirectShow interfaces too ?
- On top of that, I never even used DirectShow / VfW APIs. They seem utterly complicated.
- I use dgVoodoo 2.53
- The Intel Indeo 5 codec has been added to the registry (and the videos show up with DDrawCompat)
- Converting the videos so they use another video format (MPEG-4 ASP or Cinepak) does not change anything.
I guess it's the well known GDI-rendered-movies issue (no solution or workaround for this one yet, unless running the game in windowed mode).
It's an old issue, I should have address it somehow, I admit...
Right now I was trying this :
- Inject a library into the game with EasyHook (that works)
- So that I know when the game tries to load an AVI file with a local hook on CreateFileA
- Then, try to render it with either Media Foundation (hard) or MPC-HC in slave mode (way easier) (slave mode : tell MPC-HC to use the game's window by giving it the game's window handle)
- Wait for MPC-HC / MF to finish, and then resume the game by returning a 1-frame replaced "empty" AVI file (if I return a non-existing path instead when the game calls my fake CreateFileA, the game opens the right file anyways. ?')
(the real movie files have been moved in the folder(s) PLO\REALZMOVIES and PL1\REALZMOVIES)
edit : If only the game would accept Alt-Tab without crashing, or if I could display another window/program in front of it (which is essentially the same thing now that I think about it...). I would be able to pause the game, make MPC-HC play the file, and then return to the game.
I already used EasyHook in other projetcs. Mainly, to make games not use their CDs (simply because it's way easier than modifying the game with OllyDbg. A few looks with API Monitor, and things get started. ? ), but all the rest (Media Foundation, GDI, ...) are new to me.
The cloest I've been to GDI/GDI+ is that I used Windows Forms (Win32/GDI+ wrapper in .NET) for years, so I know it's limitations (for LOB applications anyway), but that's about it.
Yes I tried wundowed mode, sadly either the game is tiny, or the videos are, or both. I would have been fine with some borderless 640x480 mode for example. I tried stuff with DXWND but the instant I use it the game crashes.
Now hooking CreateFileA to get the path of the AVI file (I mean .BIN-but-really-.AVI files) in order to try and play it with MPC-HC, and then returning to the game, which will play a 1-frame "empty" file instead and finally return to the game itself, seems possible...
Remaining problems :
1.Switching processes make the screen go back to 1920x1080 (from 640x480), and while it does that the beginning of each video cannot be seen. And some videos are quite short.
2.One can still exit and otherwise interact with the external player. I'll use something else (another program, maybe a COM Windows Media Player Control in a WinForms window or something like that)
3.Subtitles. They are normally displayed by the game, on top of the video rendering. Not a big problem, I can copy them to .srt files and render them that way in MPC-HC or something else.
I'll try to use the game window and do the render in that window, or at least avoid a display mode change. But I'm still happy the game can play videos while using dgVoodoo now. Or rather, that it doesn't crash thanks to dgVoodoo2, even when I add my clumsy EasyHook/C#/Win32 hack on top.
Limits of this solution :
1.It uses re-encoded video files. While the result is transparent quality-wise, I'd rather avoid the loss of video and audio quality (because WMV/WMA are destructive formats)
2.I still need to make the subtitles appear again in the videos. I plan to use hardsubs. The hard part is to use the "font" that the game uses.
3.Returning to the game without it deciding to use a 320x200 window instead of 640x480 fullscreen once a video has been rendered is tricky
4.Switching windows triggers a display mode change, with a wait time while the screen is busy switching (ie. there's a black screen for a short while). Rght now I wait 1 second before playing the file.