Did it actually break for DX11? The workaround for the game should still apply there, but I'll admit that besides looking at shader disassembly I haven't really tested it when we moved to the new compiler.
For DX12, the workaround kinda got lost when we moved to the new shader compiler, there's currently no way to enable it because there's no interface to pass through app quirks to dxbc-spirv from dxil-spirv, and I don't know how to really make that work given that dxbc-spirv is invoked very early.
Thank you for the quick response. I was convinced that it broke for DX11 as well, as I tested it with both the DX11 as the DX12 executable over the course of 2 days. But I must have made a mistake. After your reply, I decided to try with DX11 once more, and it doesn't break with DX11, it only breaks with DX12. My apologies for the confusion.
ge-proton10-32x1 2026-02proton 2.14x1 2026-02proton 3.0x1 2026-02
Using vkd3d-proton-3.0 with F1 2020, (DX11 as well as DX12) I'm experiencing the artifacts that are described in issue #611. I'm running F1 2020 via Bottles and have created a Bottle that uses vkd3d-proton-2.14.1 as a mattter of test, and with vkd3d-proton-2.14.1 I don't get these artifacts. Is there a regression concerning the shader workaround in vkd3d-proton-3.0?
Software information
F1 2020
System information