The right mouse button aim mode rendering is affected by a screen wide glitch, making it nearly unusable.
From observation, the behavior of the glitch seems consistent with the depth buffer not being cleared between frames. For instance, walking towards objects makes them render correctly, while walking back makes everything go blank.
Hitman Absolution (Steam); happens even with lowest settings
I tried to make apitrace about 10 times, but the furthest I could get before crashing was the main menu, and that was on one _lucky_ attempt.
Can't debug without apitrace. Depth buffer clears have no known bugs though.
Any idea how to make it work? It seems it has a high chance of crashing on transitions between the intro cinematics or menu screens, no matter if I press skip or try to wait it out naturally. Apitrace mentions getting exception c0000005 (access violation it seems) in stderr.
It might be impossible to make it work, but that also means that it's going to be impossible for me to ever do anything about this issue.
You could try making a D3D11 Renderdoc capture on Windows, it's not going to be the most useful thing in the world but I could at least see what the game is trying to do.
OK, so since intro videos are all in separate files, I removed or replaced all of them that delayed loading the level, and finally got it to run long enough to record a trace with the bug:
https://drive.google.com/file/d/1dIJ4g7HFxOGcu8uk4qaace2Q1kQktDvu/view
When playing back with DXVK the zoom in rendering bug occurs as I see it in actual play. The playback also has some weird flickering on the road etc, but that does not actually happen.
Thanks, will look into it.
4d1a70bd89675f9551aefee2a52699791c228078 should fix this.
The issue was indeed a missing depth buffer clear. The game for some reason calls ClearDepthStencilView three times on the same view, requesting to clear only the stencil aspect in the third clear, which would cause DXVK to throw away information about the depth clear.
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4d1a70bd89675f9551aefee2a52699791c228078 should fix this.
The issue was indeed a missing depth buffer clear. The game for some reason calls
ClearDepthStencilViewthree times on the same view, requesting to clear only the stencil aspect in the third clear, which would cause DXVK to throw away information about the depth clear.