It's just how Overwatch implements shader compilation between DX11 and DX12
DX11 compiles and loads when the game launches, so it has a lot of stuttering until it's done
DX12 compiles shaders on demand, when they're already compiled, everything loads fast
Overwatch has a lot of shaders, if you're storing the cache in a HDD you'll suffer loading all of those small files.
PS. I can confirm it works like on Windows, so, as intended
When I perfomed the test it was on an SSD. I believe this is OW2's fault, and not vkd3d-proton's, but I opened an issue here just in case.
More like NVIDIA's fault for having a slow ass compiler in Linux
It was on AMD RADV. kek
I believe it's OW2's fault, since the renderer is in beta.
This was clarified to me in Discord that it's a OW2 problem.
Nothing extracted yet.
One thing I observed between DX11 and DX12 on Overwatch 2 (via Steam, latest GE-Proton as of 1 December 2025) is that DX12 takes way too much time to compile the shaders (I belive it's the shaders, since character and gun models were taking too long to load), whereas on DXVK they load almost immediately.
Although, I don't think this is a problem of vkd3d-proton, but rather their incomplete DX12 implementation, which is on beta currently. See https://overwatch.blizzard.com/en-us/news/24173128/get-ready-for-the-directx-12-beta-on-overwatch-2/
Creating an issue here just in case.