This is somewhat intentional; some games don't set up the sample count in their pipelines correctly (iirc World of Warcraft was pretty bad in that regard), and being spec-compliant here would force us to either late-compile pipelines in those games (i.e. stutter horribly), or unconditionally use dynamic rasterization samples (i.e. invalidate all fossilize dbs and potentially sacrifice perf for well-behaved games).
Is this causing any real issues right now?
This will be resolved with https://github.com/HansKristian-Work/vkd3d-proton/pull/2380.
Yeah, feel free to close my VVL tickets. Thanks for the work!
Tested with VVL (8496ed502).