Thanks for the report @runar-work. This is really helpful. I have created NVIDIA bug 5937616 for tracking on our side.
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 quirksforce_initial_transition + single_queuedisable_color_compression, disable_uav_compressionVK_KHR_unified_image_layouts (code mod)pipeline_library_ignore_spirvWait for driver 595.
This issue was fixed in 595 driver.
Yep, I can no longer reproduce this on GTX 1660 Ti with 595.45.04.
proton experimentalx1 2026-02VKD3D_CONFIG=breadcrumbs_sync`x1 2026-02VKD3D_CONFIG=instruction_qa_checks`x1 2026-02
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
9ba8c0cb2cef8872makes the problem go away, so it seems to be some shader compiler issue.VKD3D_CONFIG=instruction_qa_checkswith checks for that shader hash set tofullalso 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_syncdidn't help.It varies a little how severe the glitch appears in-game, but it's very obvious in this RenderDoc capture:
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
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.