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  • UNSOLVED Assassins Creed Origins screen flickering on the latest NVIDIA drivers (>= 465.89) when a boat is present in the frame

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    LFisher122
    Original poster 4 posts

    There have been recent reports of graphics flickering underwater in Assassins Creed Origins.
    A video of the issue can be found here: '>

    (sorry about the aspect ratio, that's what Nvidia capture does when the resolution is 16:9 on a 21:9 monitor)
    As you can see in the video I managed to isolate the smallest boat in the game; you can see the problem is far reduced on this object. As the sailboat comes into the camera's view the problem becomes much worse. Resembling the "flickering" that people have been reporting.
    If a developer sees this, there's a support ticket open with my dxdiag: 15409941

    Good Frame



    Bad Frame


    Reproduction steps:

    1. Make sure you're on a machine running an NVIDIA GPU. (I'm currently using Gigabyte GeForce RTX 3080 10GB GDDR6X VISION OC <BIOS GV-N3080VISION OC-10GD/F3/0AD8>)
    2. Update NVIDIA Drivers to >= 465.89
    3. Open Assassins Creed Origins
    4. Dive underwater
    5. Look at pretty boats


    Here's everything that's known about the issue (if anybody else has any information I'll add it to this list)

    1. The problem only occurs when a boat is present in the frame. Unfortunately (due to the nature of the AI) there is almost always a boat present in the frame.
    2. The issue appears to have been introduced with NVIDIA WHQL drivers 465.89. The issue is not present on the previous WHQL drivers (461.92).
    3. The flickering is not random. It happens on repeat ([flicker, pause, flicker, pause] with the same flicker pattern). The faster your FPS, the less pause there is between flickers.
    4. The issue does not occur when only static objects are in the frame.
    5. The issue does not affect other dynamic objects (such as hippos). It appears to be isolated to boats.
    6. Force-enabling Resizable BAR on the game profile does not fix the issue (was worth a shot as this is what 465.89 introduced)
    7. Turning all graphics down to low does not fix the issue.
    8. Changing to borderless/windowed does not fix the issue.
    9. Limiting FPS does not fix the issue (but does change the flickering pattern frequency)
    10. Enabling/Disabling VSync does not fix the issue.


    Cheers!
    Liam


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  • LFisher122
    Original poster 4 posts

    Was hoping to keep everything in the OP, but there's a restriction of 300s to edit the OP <sigh>

    The video link appears to not be working. This is it: https://www.

  • LFisher122
    Original poster 4 posts

    Another video of the issue:

  • LFisher122
    Original poster 4 posts

    Forcing DirectX into debug mode yields the following errors during the bad frames (These errors are not present in 461.92):

    D3D11 ERROR: ID3D11DeviceContext::OMSetRenderTargets: The RenderTargetView at slot 0 is not compatible with the RenderTargetView at slot 1. It is only possible to render to multiple RenderTargetViews if the effective dimensions of the Views are equal, as well as the Resource types, multisample count, and multisample quality. The RenderTargetView at slot 0 has (w:256,h:256,as:1), while the Resource is a Texture2D with (w:256,mc:1,mq:0). The RenderTargetView at slot 1 has (w:1024,h:1024,as:1), while the Resource is a Texture2D with (w:1024,mc:1,mq:0). If the Resources are Buffers, the Resources' Widths must match also; unless GetFeatureLevel() returns D3D_FEATURE_LEVEL_11_0 or greater. [ STATE_SETTING ERROR #388: OMSETRENDERTARGETS_INVALIDVIEW]

    D3D11 ERROR: ID3D11DeviceContext::OMSetRenderTargets: The RenderTargetView at slot 0 is not compatible with the DepthStencilView. DepthStencilViews may only be used with RenderTargetViews if the effective dimensions of the Views are equal, as well as the Resource types, multisample count, and multisample quality. The RenderTargetView at slot 0 has (w:256,h:256,as:1), while the Resource is a Texture2D with (mc:1,mq:0). The DepthStencilView has (w:1024,h:1024,as:1), while the Resource is a Texture2D with (mc:1,mq:0). [ STATE_SETTING ERROR #388: OMSETRENDERTARGETS_INVALIDVIEW]

  • Ubi-TheBerry
    Ubisoft Support Staff 2456 posts

    Hey there!

    Thank you for the report @LFisher122 !

    This is something that has already been passed onto the team for further investigation, so I've added your report to this.

    We don't have any further information regarding this investigation at the moment, so in the meantime please continue to use the 461.92 driver if this is working as normal for you.

    Should we have an update from the team, we'll share it here to keep you in the loop.

    Thank you!

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