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In ProgressUnits going inside the ground on all maps

PullaMursuPullaMursu Registered Users Posts: 4
edited February 2022 in Campaign & Battle Bugs
I played the prologue campaing for about 6 battles and in every map the ground textures weren't loading properly. There were invisible textures and units went through the ground, sometimes as far as disappearing in the ground. I thought maybe this was only on the snow maps but i played some custom battles and the issues was on all maps. I tried verifying the game files but it didn't help, now im reinstalling the game to see if it fixes it.
Post edited by CA_Dimitar#6718 on

Comments

  • PullaMursuPullaMursu Registered Users Posts: 4
    Reinstalling did not fix it
  • squall39squall39 Registered Users Posts: 6
    edited February 2022

    The same issue for me, i have trying many thinks but nothing works my configuration CGU AMD 6900XT and Ryzen 5 5600X. There are missing textures on the battle map and my units are blending in. On the campaign map I have mountains floating in the air. I also uninstalled and reinstalled the game but to no avail.
  • CA_Dimitar#6718CA_Dimitar#6718 Registered Users, Moderators, CA Staff Posts: 1,002
    Hey @PullaMursu and @squall39 ,

    Thanks for your report and all the provided screenshot. Could you try providing us with your DxDiag.txt file and your preferences.script.txt from your %appdata%\The Creative Assembly\Warhammer3\scripts folder?

    Cheers,
    Dimitar
    CA Sofia QA Team

    FORMAL DISCLAIMER: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA
  • squall39squall39 Registered Users Posts: 6
    Hi Dimitar,
    Thanks for the answer, please find my preferences.script.txt for the DxDiag.txt file i don't find him, where is the folder ?

    My preferences.script
    write_preferences_at_exit true; # write_preferences_at_exit , Write preferences at exit #
    app_multirun false; # app_multirun , Allow multiple instances of the application #
    x_res 2560; # x_res , Fixed window width #
    y_res 1440; # y_res , Fixed window height #
    x_pos 0; # x_pos , Window position #
    y_pos 0; # y_pos , Window position #
    vfs_log_level 0; # vfs_log_level , 0 - off, 1 - mod-user, 2 - dev #
    unit_test false; # unit_test , unit test (for daily build) #
    installed_main_memory_kb 33554432; # installed_main_memory_kb, Record how much RAM the user has installed (in Kb) so we can detect an upgrade #
    gfx_first_run false; # gfx_first_run , First time application run #
    gfx_video_memory 0; # gfx_video_memory , Override available video memory (bytes) #
    gfx_fullscreen true; # gfx_fullscreen , Run the application in fullscreen or not #
    gfx_vsync false; # gfx_vsync , vertical synchronization #
    explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity #
    enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread #
    gfx_aa 1; # gfx_aa , Set antialiasing, 0-no, 1 = FXAA, 2 = TAA, 3 = TAA High #
    gfx_texture_filtering 4; # gfx_texture_filtering , Set texture filtering, 0-trilinear, 4- anisotropic 16x #
    gfx_texture_quality 3; # gfx_texture_quality , Set the quality of textures. 0 - small, 3 - ultra #
    gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D11 1-D3D11, 2-GL3 3-D3D12 #
    gfx_ssao false; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer #
    gfx_distortion true; # gfx_distortion , Enable Distortion Effect buffer #
    gfx_depth_of_field 0; # gfx_depth_of_field , Set depth of field quality 0 - off, 1 - on #
    gfx_fog 1; # gfx_fog , Set the fog level. 0 - low, 1 - high #
    gfx_unlimited_video_memory true; # gfx_unlimited_video_memory , Enable unlimited video memory allocation #
    gfx_tesselation false; # gfx_tesselation , Enable tesselation #
    gfx_alpha_blend 0; # gfx_alpha_blend , Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
    gfx_gpu_select 0; # gfx_gpu , Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... #
    gfx_direct_resource_access false; # gfx_direct_resource_access , Enable Direct Resource Access #
    gfx_sky_quality 3; # gfx_sky_quality , Set the quality of sky. 0 - low, 3 - ultra #
    gfx_unit_quality 3; # gfx_unit_quality , Set the quality of units. 0 - low, 3 - ultra #
    gfx_building_quality 3; # gfx_building_quality , Set the quality of buildings. 0 - low, 3 - ultra #
    gfx_water_quality 3; # gfx_water_quality , Set the quality of water. 0 - low, 3 - ultra #
    gfx_shadow_quality 3; # gfx_shadow_quality , Set shadow quality. 0 - off, 4 - extreme #
    gfx_tree_quality 3; # gfx_tree_quality , Set tree quality. 0 - low, 3 - ultra #
    gfx_grass_quality 3; # gfx_grass_quality , Set grass quality. 0 - low, 3 - ultra #
    gfx_terrain_quality 1; # gfx_terrain_quality , Set terrain quality. 0 - low, 3 - ultra #
    gfx_lighting_quality 1; # gfx_lighting_quality , Set lighting quality. 0 - low, 1 - high #
    gfx_unit_size 3; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra #
    gfx_screen_space_reflections false; # gfx_screen_space_reflections , Enable Screen Space Reflections. #
    gfx_dx12_multi_gpu false; # gfx_dx12_multi_gpu , Enable DirectX 12 multi GPU support. IMPORTANT: the Steam Overlay must currently be disabled or the game will crash ; Steam -> Settings -> In-Game -> Enable the Steam Overlay while in-game #
    gfx_brightness_setting 1; # gfx_brightness_setting , Set brightness #
    gfx_resolution_scale 1; # gfx_resolution_scale , 0-1 Resolution scale that 3d scene is rendered at and then upscaled to fill the scene (so lower is better performance, but looks worse) #
    gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder , Folder to where save screenshots relative to Empire directory #
    gfx_gpu ""AMD Radeon RX 6900 XT""; # gfx_gpu , The GPU description #
    gfx_effects_quality 3; # gfx_effects_quality , Set effects quality. 0 - low, 3 - ultra #
    gfx_vignette false; # gfx_vignette , Enable vignette #
    gfx_sharpening true; # gfx_sharpening , Enable sharpening #
    gfx_cloth_simulation true; # gfx_cloth_simulation , Enable cloth simulation #
    hide_dead_corpses 3; # hide_dead_corpses 0 = low, 1 = medium, 2 = high, 3 = ultra(default), Enable hide dead corpses #
    gfx_blood_effects true; # gfx_blood_effects , Enable Blood effects #
    gfx_screen_space_shadows true; # gfx_screen_space_shadows , Enable screen space shadows #
    language_text ""; # language_text , Language used for text (eg. en, de, cn). To use default language leave blank. #
    language_audio ""; # language_audio , Language used for audio (eg. en, de, cn). To use default language leave blank. #
    batter_meter false; # battery meter , Show battery status #
    porthole_3d true; # porthole_3d , If true, portholes in UI use 3d models. Otherwise use 2d images. #
    fix_res true; # fix_res , Forbid window resizing #
    fix_window_pos true; # fix_window_pos , Forbid window repositioning #
    camera_move_speed 100; # camera_move_speed , Set camera movement speed #
    camera_turn_speed 5; # camera_turn_speed , Set camera turn speed #
    cinematic_smoothing -15; # cinematic_smoothing , Set battle cinematic smoothing level, must be negative. #
    default_battle_camera_type 0; # default_battle_camera , default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena #
    mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity , mouse wheel sensitivity: <0-100> default value = 50 #
    invert_cam_x_axis false; # invert_camera_x_axis , invert camera tilting up/down #
    invert_cam_y_axis false; # invert_camera_y_axis , invert camera panning left/right #
    ui_mouse_scroll true; # ui_mouse_scroll , Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
    lock_cursor_to_window false; # lock_cursor_to_window , If true, cursor will be clamped to confines of game window #
    battle_camera_shake_enabled true; # battle_camera_shake_enabled , Enable battle camera shake effects #
    ui_colour_profile 0; # ui_colour_profile <0|1|2|3>, 0 = default, 1 = deuteranopia, 2 = protanopia, 3 = tritanopia #
    ui_scale 1.6; # ui_scale , Scale of UI, 1 is default size. Can range between 0.5-2, 0.5 being half size and 2 being double size, but can only scale up if running 1440p or larger res #
    ui_space_bar_options_on_toggle false; # ui_space_bar_options_on_toggle , If true, space bar options appear on toggle rather than the default which is while held #
    ui_selection_markers 1; # ui_selection_markers , Show the selection markers under the units (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_path_markers 1; # ui_path_markers , Show paths in naval battles (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_target_zones 1; # ui_target_zones , Show firing arcs etc (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_auras 1; # ui_unit_auras , Show unit auras (inspiration/scare ranges) (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_id_cats 1; # ui_unit_id_cats , If true, will show category icon part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_id_harmony 2; # ui_unit_id_harmony , If true, will show the harmony type of the unit (yin/yan) (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_id_bars 2; # ui_unit_id_bars , If true, will show bars (health, ammo) part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_id_status 1; # ui_unit_id_status , If true, will show status part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_id_threat 2; # ui_unit_id_threat , If true, will show threat of enemy units to current selection if just a single unit selected (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_id_lord_portraits 2; # ui_unit_id_lord_portraits , If true, will show portraits of any lords on unit id in battle (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_id_hero_portraits 0; # ui_unit_id_hero_portraits , If true, will show portraits of any heroes on unit id in battle (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
    ui_unit_flags 2; # ui_unit_flags , If true, will show 3d flags above units (0 is off, 2 is locked on all the time) #
    ui_unit_tooltip_effects 2; # ui_unit_tooltip_effects , If true, will show ability effects on unit tooltip (0 is off, 2 is locked on all the time) #
    ui_leaf_clipping 2; # ui_leaf_clipping , If true, will hide nearby leaves to make fighting in forests more user friendly (0 is off, 1 is just clip on hold space, 2 is locked on all the time) #
    ui_unit_occlusion_outlines 1; # ui_unit_occlusion_outlines , If true, will show outlines around units occluded by geometry (0 is off, 1 is show while hold space, 2 is locked on all the time) #
    ui_unit_select_outlines 1; # ui_unit_select_outlines , If true, will show outlines around units selected or moused over (regardless of occlusions) (0 is off, 1 is show while hold space/mouseover, 2 is locked on all the time) #
    ui_character_names 2; # ui_character_names , Controls visibility of character name labels above characters in campaign (0 is off, 1 is show on hold space/mouseover/selection, 2 is locked on all the time) #
    ui_toggleable_slots 2; # ui_toggleable_slots , Controls visibility of toggleable slots ui in battle (0 is off, 1 is show on hold space, 2 is locked on all the time) #
    ui_capture_points 2; # ui_capture_points , Controls visibility of capture points ui in battle (0 is off, 1 is show on hold space, 2 is locked on all the time) #
    ui_battlefield_zones 1; # ui_battlefield_zones , Controls visibility of occupiable zones ui in battle (0 is off, 1 is show on hold space, 2 is locked on all the time) #
    ui_use_simple_line_formation false; # ui_use_simple_line_formation , If true, will revert to the simple line drag out, as seen in previous Total War games #
    ui_battlefield_zone_drag_left_right true; # ui_battlefield_zone_drag_left_right , If true, drag out on walls will be left to right (similar to land drag outs), otherwise you drag in the direction of the slots (old behaviour) #
    battle_slowmo_targetting true; # battle_slowmo_targetting , If true, time will change to slowmo automatically while targetting abilities #
    show_projectile_trails true; # show_projectile_trails , Show projectile trails... #
    ui_show_help_markers true; # ui_show_help_markers , Show/hide the markers that indicate various things such as disembark zones and bastions #
    ui_telestration_always_on false; # ui_telestration_always_on , Enables telestration for single player (for if want to draw for replays, or videos, etc) #
    ui_show_mp_player_list true; # ui_show_mp_player_list , Enables player list UI in mp #
    ui_card_mode true; # ui_card_mode , Determines if card panel shown or minimised #
    ui_radar_mode true; # ui_radar_mode , Determines if radar panel shown or minimised #
    ui_radar_scale 1; # ui_radar_scale , Scale of battle radar #
    battle_groups_locked_by_default false; # battle_groups_locked_by_default , If true, groups created in battle will default to locked formation groups. Otherwise will default to selection groups (default) #
    battle_run_by_default true; # battle_run_by_default , If true, drag out orders (right click, alt+left, and shift right click drawing of paths) will run by default, otherwise will walk (default is run) #
    battle_skirmish_default false; # battle_skirmish_default , If true, units in battle with skirmish will have it on by default #
    battle_skirmish_hybrid_units_default false; # battle_skirmish_hybrid_units_default , If true, hybrid units in battle with skirmish will have it on by default (hybrid units are units who are equally good at melee and ranged) #
    battle_defend_default true; # battle_defend_default , If true, units in battle with guard mode will have it on by default #
    scroll_transition_enabled true; # scroll_transition_enabled , If true, scrolling camera/tacmap will auto-transition between the two (default on) #
    chat_window_pos_x -1; # chat_window_pos_x , chat windows position on screen #
    chat_window_pos_y -1; # chat_window_pos_y , chat windows position on screen #
    chat_window_width_scale -1; # chat_window_width_scale , chat windows dimensions on screen #
    chat_window_height_scale -1; # chat_window_height_scale , chat windows dimensions on screen #
    browser_window_pos_x -1; # browser_window_pos_x , browser windows position on screen #
    browser_window_pos_y -1; # browser_window_pos_y , browser windows position on screen #
    browser_window_width_scale -1; # browser_window_width_scale , browser windows dimensions on screen #
    browser_window_height_scale -1; # browser_window_height_scale , browser windows dimensions on screen #
    ui_unit_id_scale 0; # ui_unit_id_scale , Sets scale of unit banners #
    battle_realism_mode false; # allow_battle_realism_mode , Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
    ui_onscreen_kb false; # ui_onscreen_kb , Enable on-screen keyboard for touch #
    unit_info_expanded true; # unit_info_expanded , If true, unit info panel will show all stats #
    unit_info_show_description false; # unit_info_show_description , If true, shows short description on unit info panel. If false shows bullet points summing up unit #
    unit_info_shown_in_battle false; # unit_info_shown_in_battle , If true, unit info panel is shown in battle #
    ui_hero_info_show_battle_stats false; # ui_hero_info_show_battle_stats , If true, shows unit info panel for units. If false (default), shows hero campaign capabilities #
    alliance_faction_colours false; # alliance_faction_colours , If true, units in battles will be coloured based on allegiance to player rather than using their faction colours to make it easier to tell units apart #
    ui_show_battle_space_bar_options true; # ui_show_battle_space_bar_options , If true, when holding space will show list of options to customise ui visualisation in battle #
    ui_show_campaign_space_bar_options true; # ui_show_campaign_space_bar_options , If true, when holding space will show list of options to customise ui visualisation in campaign #
    ui_custom_battle_show_recruitment true; # ui_custom_battle_show_recruitment , If true, will default to armies tab in custom battle, otherwise will default to map selection #
    ui_custom_battle_show_map_favourites true; # ui_custom_battle_show_map_favourites , If true, will show map favourites on custom battle scren #
    ui_character_details_show_unit_stats true; # ui_character_details_show_unit_stats , If true, will show unit stats in character details screen #
    ui_character_details_show_unit_abilities false; # ui_character_details_show_unit_abilities , If true, will show unit abilities expanded on unit stats in character details screen #
    ui_character_details_show_battle_effects true; # ui_character_details_show_battle_effects , If true, will show battle effects in character details screen #
    ui_character_details_show_campaign_effects true; # ui_character_details_show_campaign_effects , If true, will show unit campaign effects in character details screen #
    ui_character_details_ancillary_sort_index 0; # ui_character_details_ancillary_sort_index <0 = Rarity, 1 = Categoty, 2 = Name, 3 = Equippable, 4 = Unequipped, 5 = Fusbile, 6 = Salvagable>, Stores the current ancillary sorting in character details screen #
    ui_campaign_selection_outlines true; # ui_campaign_selection_outlines , If true, will show outlines around characters/settlements when mouseover/select #
    ui_campaign_expand_city_info_bars false; # ui_campaign_expand_city_info_bars , If true, will always expand all city info bars on screen #
    ui_battle_highlight_idle_units true; # ui_battle_highlight_idle_units , If true, will highlight units in battle that arent doing anything (have no orders) #
    battle_time_limit -1; # battle_time_limit , Sets the time (in minutes) for each battle. -1 for unlimited #
    battle_difficulty 1; # battle_difficulty , sets the battle difficulty level of the game. 0 is easy, 1 is normal. 2 is hard, 3 is very hard, 4 is legendary. #
    autoresolve_difficulty 1; # autoresolve_difficulty , sets the battle autoresolver difficulty level of the game. 0 is easy, 1 is normal. 2 is hard, 3 is very hard, 4 is legendary. #
    campaign_difficulty 1; # campaign_difficulty , sets the campaign difficulty level of the game. 0 is easy, 1 is normal. 2 is hard, 3 is very hard, 4 is legendary. #
    advice_level 2; # advice_level , Sets advice level in the game #
    advisor_mode 2; # advisor_mode , Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
    adc_enabled true; # adc_enabled , Determines if aide de camp is enabled #
    campaign_time_limit -1; # campaign_time_limit , Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
    campaign_tacmap_filter_default -1; # campaign_tacmap_filter_default , Bitmask filter remembered for tacmap icon filters; this one is for tacmap not in diplomacy #
    campaign_tacmap_filter_diplomacy 0; # campaign_tacmap_filter_diplomacy , Bitmask filter remembered for tacmap icon filters; this one is for tacmap in diplomacy #
    chaos_invasion_setting 1; # chaos_invasion_setting , Sets the Chaos invasion multiplier passed to campaign for use by script. 0 x0, 1 x1, 2 x2, 3 x5, 4 x10 #
    automanage_regions false; # automanage_regions , Let the AI manage taxes etc in players regions #
    multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread #
    subtitles true; # subtitles , Display subtitles during movies #
    force_large_armies_enabled false; # force_large_armies_enabled , If true, will override limits for custom battle so can have as many large armies as want. However, there is a high chance of lag/crashing with too many units that a lot of machines cannot handle. #
    sound_master_volume 100; # sound_master_volume , master sound volume 0-100 #
    sound_music_volume 100; # sound_music_volume , music sound volume 0-100 #
    sound_advisor_volume 100; # sound_advisor_volume , advisor sound volume 0-100 #
    sound_previous_advisor_volume 100; # sound_previous_advisor_volume , Last modified sound value #
    sound_vo_volume 100; # sound_vo_volume , vo sound volume 0-100 #
    sound_sfx_volume 100; # sound_sfx_volume , sfx sound volume 0-100 #
    sound_ui_sfx_volume 100; # ui_sfx_volume , ui sfx sound volume 0-100 #
    sound_previous_master_volume 100; # sound_master_previous_volume , Last modified sound value #
    sound_previous_music_volume 100; # sound_music_previous_volume , Last modified sound value #
    sound_previous_vo_volume 100; # sound_previous_vo_volume , Last modified sound value #
    sound_previous_sfx_volume 100; # sound_master_previous_volume , Last modified sound value #
    sound_master_enabled true; # sound_master_enabled , master sound enabled #
    sound_music_enabled true; # sound_music_enabled , music sound enabled #
    audio_speaker_configuration 0; # audio_speaker_configuration , 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
    audio_quality 0; # audio_quality , 0 = high(default), 1 = medium, 2 = low #
    audio_mute_in_background true; # audio_mute_in_background , Mute game audio when not in focus #
    audio_api_type 0; # audio_api_type , 0 = detect, 1 = XAudio2, 2 = DirectSound, 3 = wasapi #
    bink_use_thread true; # bink_use_thread , tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
    number_of_threads 0; # number_of_threads , Set the number of threads <= 0 - automatic, >0 = explicit number #
    proximity_fading false; # proximity_fading , When enabled, entities will automatically fade out as get close to them rather than clipping with camera. #
    unit_spotlights true; # unit_spotlights , When enabled, units will have a spotlight over their unit banners in underground battles to help see them. #
    fast_forward_end_turns false; # fast_forward_end_turns , When enabled, end turns will run in fast forward mode by default. #
    minimise_memory_usage false; # minimise_memory_usage , minimise memory used, to increase run-time performance on machines with min-spec memory, but will potentially result in increased loading times #
    number_of_threads_for_campaign_pathfinder_cache 0; # number_of_threads_for_campaign_pathfinder_cache , Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads. < 0 - automatic up to the specified number, >= 0 - explicit number #
    campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force , Always displays the zone of control for the selected force, not just when the mouse is over it. #
    autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
    save_to_cloud false; # save_to_cloud , Default to saving to cloud #
    incremental_autosave_enabled true; # incremental_autosave_enabled , If enabled, campaign will automatically create a new autosave each turn #
    incremental_autosave_limit 5; # incremental_autosave_limit , Sets the limit of autosaves kept for when incremental_autosave_enabled enabled. So if 5 for example, we keep the last 5 autosaves and on next autosave removes the oldest. #
    incompatible_save_games_enabled false; # incompatible_save_games_enabled , If enabled, potentially incompatible save games can be attempted to be loaded #
    enable_context_viewer false; # enable_context_viewer , If enabled, allows access to the context viewer developer tool by pressing your grave accent key (`). A kind of console that is very useful for help with modding UI, getting extra information in game and changing game state. Disabled in multiplayer. Warning: Stability not guaranteed, use at your own risk! #
  • CA_Dimitar#6718CA_Dimitar#6718 Registered Users, Moderators, CA Staff Posts: 1,002
    Hey again,

    Thanks for the provided information. Could you try providing us with your replay from a battle with this issue present and a save file before the battle, if possible?

    Cheers,
    Dimitar
    CA Sofia QA Team

    FORMAL DISCLAIMER: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA
  • squall39squall39 Registered Users Posts: 6
    Dimitar,

    Where can i upload the requested files ?
    Give me an adress for hosting the files.
  • CA_Dimitar#6718CA_Dimitar#6718 Registered Users, Moderators, CA Staff Posts: 1,002
    edited February 2022
    Hey @squall39 ,

    You can add them as an attachment to your forum post here. Thanks :)

    Cheers,
    Dimitar
    CA Sofia QA Team

    FORMAL DISCLAIMER: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA
  • squall39squall39 Registered Users Posts: 6
    I find how to have Dxdiag.txt, here is the 3 files requested.
  • sikamika9sikamika9 Registered Users Posts: 6
    i have the same problem with amd 5700xt
  • CA_Dimitar#6718CA_Dimitar#6718 Registered Users, Moderators, CA Staff Posts: 1,002
    Hey all,

    Thanks for the provided files and screenshots. Your issue has been sent to the dev team.

    Cheers,
    Dimitar
    CA Sofia QA Team

    FORMAL DISCLAIMER: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA
  • IcefloesIcefloes Registered Users Posts: 1
    Found the problem! It's the tesslellation setting in the AMD radeon software. Go to your radeon settings - graphics - advanced and change tessellation mode to "use applications settings". This should fix it, it did for me.
  • squall39squall39 Registered Users Posts: 6
    Icefloes said:

    Found the problem! It's the tesslellation setting in the AMD radeon software. Go to your radeon settings - graphics - advanced and change tessellation mode to "use applications settings". This should fix it, it did for me.

    Ok thank you Icefloes, i will try your solution and i will give a feedback.
  • squall39squall39 Registered Users Posts: 6
    Icefloes said:

    Found the problem! It's the tesslellation setting in the AMD radeon software. Go to your radeon settings - graphics - advanced and change tessellation mode to "use applications settings". This should fix it, it did for me.

    This is perfect solution tested and approved, thank you Icefloes.
  • MalacaiMalacai Registered Users Posts: 1
    RX 5600 XT here
    I had the same Problem. Changing from "overwrite applications settings" to "use applications settings"...

    Can confirm, this fixes the Problem.
  • PullaMursuPullaMursu Registered Users Posts: 4
    I have 5700xt and it did not work for me
  • PullaMursuPullaMursu Registered Users Posts: 4
    I put override applications settings and 64x and it works

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