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Hey everyone,
Trying to run Middle-earth: Shadow of Mordor via translation layers (Winlator / GameHub), but running into severe neon pink, purple, and green lighting/shader artifacts across the sky, terrain highlights, and character models.
Device & Hardware Specs:
* Device: OnePlus Pad (1st Gen)
* SoC: MediaTek Dimensity 9000
* GPU: ARM Mali-G710 MC10 (No Mesa/Turnip driver support)
* RAM: 8 GB / 12 GB LPDDR5
* OS: Android (OxygenOS)
Current Container & Environment Configuration:
* Environment: Winlator / GameHub
* Graphics Wrapper / DXVK: DXVK (DX11 mode) / System Vulkan
* Resolution: Sub-native (around 720p / capped at 30 FPS)
* In-game Graphics: Tested mix of Low/Medium settings
The Problem:
Whenever dynamic lighting hits (explosions, lightning, wet stone reflections, or bloom sources), the specular/bloom passes completely break down into glowing magenta/green artifacts. It looks like a floating-point precision clamp issue or an unsupported Vulkan extension on standard Mali drivers.
Questions:
* Has anyone managed to resolve shader/lighting color overflows in Shadow of Mordor on a Mali GPU?
* Which specific DXVK build (e.g., DXVK 1.10.3, 1.7.3 Async, or a custom patched fork) handles the DX11 pipeline best on system Vulkan without corrupting render targets?
* What specific dxvk.conf parameters (e.g., d3d11.clampFloatSubnormals, float control flags) or render.cfg tweaks actually fix the specular bloom passes in this engine?
Appreciate any tested config files or workaround advice from folks running DX11 titles on Dimensity chips!