@Sid127 tried reproducing the problem.
She was able to reproduce it on the proprietary Nvidia driver:
She was also able to reproduce it on NVK. (high settings, FSR2 quality).
Pretty sure this is a case of derivatives in non-uniform control flow.
There's roughly this code in the shader in some if-clause:
vec3 _23127 = dFdxCoarse(v2.xyz);
r6 = vec4(_23127.x, _23127.y, _23127.z, r6.w);
r1.w = dot(r6.xyz, r6.xyz);
r1.w = inversesqrt(r1.w);
r6 ends up being 0,0,0 so the inverse sqrt returns NaN. Manually hoisting the derivative call to the beginning of the shader (trivial here because it operates on a pixel shader input) fixes the issue.
proton experimentalx1 2025-06
The glass on the walls shows those thin black lines. Those do not appear on Windows. Looking at it with Renderdoc, the lines are (NaN, NaN, NaN, 1.0).
Software information
Dead Space Remake, highest settings except that SSAO instead of RTAO.
System information
Log files
Can provide those later but to be honest, I don't think they're particularly useful.
Save file
https://drive.google.com/file/d/1lXyhdfSUmopJvs_3SWmWB1ZfM8do6pOX/view?usp=sharing
It needs to go into
%PREFIX%/drive_c/Users/steamuser/Documents/Dead Space (2023).I do not know whether save files are encrypted or linked to the account in any way.
Steps to reproduce
Unfortunately you have to walk a bit.
Dumped shaders
DXBC:
https://drive.google.com/file/d/1NjkVHpLgkOlGEBxMRmypu2Q3tvbMy1Mj/view?usp=sharing
Disassembled DXBC:
https://drive.google.com/file/d/1QDdFzJu5RwvsHMZ-y_vdWQDLHr8cyh3E/view?usp=sharing
SPIR-V:
https://drive.google.com/file/d/1edc_DeRNVQistLeCkvyg8ksHpM97h6Na/view?usp=sharing
Renderdoc capture
Renderdoc capture
Recorded on the hardware + driver combination listed above.
The problematic draw appears to be EID 38331. The problematic shader is a fragment shader with the hash
8b981fdafe14b649.