protonscr

Resident Evil Requiem glitches with Screen Space Reflections

vkd3dclosed
HansKristian-Work/vkd3d-proton#2852 · opened 2026-02-27 by runar-work · updated 2026-03-30 · 4 comments · github
Rrunar-work 2026-02-27 github

Bright glitches appears on surfaces in a certain spot in the beginning of the game. To repro, start a new game, walk for about 30 seconds until you have the big yellow sign "drugs & cosmetics" on your right, then look to the left at the brick wall and scaffolding where the glitches will appear.

A SPIRV-Cross roundtrip in RenderDoc of the fragment shader with hash 9ba8c0cb2cef8872 makes the problem go away, so it seems to be some shader compiler issue. VKD3D_CONFIG=instruction_qa_checks with checks for that shader hash set to full also works around the issue in-game. I also tried with a Pyroveil config, but that had no effect, and same with a shader override via vkd3d-proton, for some reason. VKD3D_CONFIG=breadcrumbs_sync didn't help.

It varies a little how severe the glitch appears in-game, but it's very obvious in this RenderDoc capture:

Image

Software information

Resident Evil Requiem with Screen Space Reflections enabled. I tried low preset and lowest preset on 1080p and 1440p, but it doesn't happen with lowest preset since SSR is disabled there. I could also reproduce the same issue with both the open and proprietary kernel module.

Edit: It also goes away if subsurface scattering is disabled, so seems like both options need to be enabled together.

System information

  • GPU: GTX 1660 Ti and RTX 3070
  • Driver: 590.48.01
  • Wine version: Proton Experimental 10.0 20260210
  • VKD3D-Proton version: 22bd037305cf1c1

Log files

Shaders and logs: RE9_proton_logs_shaders.tar.gz

RenderDoc capture: RE9_GTX1660Ti_590-48-01_wall_glitch.tar.gz

Edit: I also tried to get a RenderDoc capture of the glitch on RTX 3070, but there it won't appear while RenderDoc capturing is enabled, for some reason.

Eesullivan-nvidia 2026-02-27 github

Thanks for the report @runar-work. This is really helpful. I have created NVIDIA bug 5937616 for tracking on our side.

00xeriko 2026-03-04 github

Additional data: RTX 5090 (Blackwell) — no known workaround

Update (2026-03-05): This turned out to be a Blackwell driver bug, not a vkd3d-proton issue. NVIDIA engineer confirmed a fix in the 595 driver — see #2850. Affects all RE Engine games after 2023 on Blackwell GPUs.

My artifacts were visually distinct from #2852 (elongated triangular spikes vs bright spider-web patterns). Filed separately as #2859, now closed as duplicate of #2850.

For anyone else on Blackwell: no vkd3d-proton workaround will fix this. I verified the following with DLL load confirmation and proper build config (enable_descriptor_qa=true), all ineffective:

  • instruction_qa_checks (full QA instrumentation, confirmed active via log)
  • FIXUP_LOOP_HEADER_UNDEF_PHIS + FLUSH_NAN_TO_ZERO shader quirks
  • force_initial_transition + single_queue
  • disable_color_compression, disable_uav_compression
  • Disabling VK_KHR_unified_image_layouts (code mod)
  • spirv-opt shader replacement, pipeline_library_ignore_spirv

Wait for driver 595.

Rryzendew 2026-03-06 github

This issue was fixed in 595 driver.

Rrunar-work 2026-03-30 github

Yep, I can no longer reproduce this on GTX 1660 Ti with 595.45.04.

Proton versions

Launch options