protonscr

RE9: Elongated triangular spike artifacts with SSR + SSS on RTX 5090 (Blackwell)

vkd3dclosed
HansKristian-Work/vkd3d-proton#2859 · opened 2026-03-05 by 0xeriko · updated 2026-03-05 · 4 comments · github
00xeriko 2026-03-05 github

Description

Resident Evil 9 produces persistent visual artifacts on RTX 5090 (Blackwell). This is not limited to the opening area — artifacts persist through gameplay including the first save point (fuse repair section with the female lead).

The artifacts appear as elongated triangular spikes — thin, sharp, with a flat base tapering to a point. Multiple spikes criss-cross in all directions, concentrated toward the center of the screen but appearing anywhere in the frame. The color of the spikes tends to match the surrounding environment, as if a piece of the background texture has been sampled and stretched into a sharp triangular shape. Occasionally the spikes have black and white patterns.

The artifacts are most prominent when:

  • Looking straight ahead (center of screen)
  • There is motion from other objects in the scene
  • They are significantly reduced or absent when looking down
  • They are intermittent — some frames are clean, most are not

No combination of settings or workarounds has eliminated these artifacts. Every VKD3D_CONFIG flag, shader quirk, and pipeline modification tested had zero effect (see full list below). Disabling SSR/SSS in the game's graphics settings also does not resolve the issue.

Additional graphics quality issues on Blackwell: Beyond the spike artifacts, general rendering quality appears degraded on RTX 5090 with vkd3d-proton — the female lead character has thin, wirey hair (like stray filaments), water on the floor appears pixelated, and surface textures overall lack the expected fidelity.

Note: This is visually distinct from #2852, which manifests as bright spider-web patterns on opaque brick walls. That issue is resolved by instruction_qa_checks on Turing/Ampere — none of those workarounds affect this artifact. See my [corrected comment on #2852](https://github.com/HansKristian-Work/vkd3d-proton/issues/2852#issuecomment-3999963849) for additional context.

Screenshots

(See attached images below)

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System

  • GPU: NVIDIA RTX 5090 (Blackwell)
  • Driver: 590.48.01
  • Proton Experimental 10.0-20260227
  • vkd3d-proton: 576e3ced
  • Ubuntu 24.04, kernel 6.17
  • Display: 5120x1440 (ultrawide)

Reproduction

  1. Launch RE9 via Proton Experimental
  2. Play through the opening rainy alley area and beyond — artifacts appear immediately and persist through gameplay
  3. Look straight ahead while NPCs or objects are in motion — triangular spike artifacts appear across the scene
  4. Look down at the ground — artifacts significantly reduced
  5. Artifacts persist regardless of SSR/SSS settings

Workarounds tested — all ineffective

Approach Result
Disabling SSR and/or SSS in game graphics settings No effect
VKD3D_CONFIG=instruction_qa_checks No effect
FIXUP_LOOP_HEADER_UNDEF_PHIS shader quirk No effect
FLUSH_NAN_TO_ZERO shader quirk No effect
Nuclear OpUndef elimination (all 338 shaders) No effect
VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT No effect
VKD3D_CONFIG=disable_color_compression No effect
VKD3D_CONFIG=disable_uav_compression No effect
VKD3D_CONFIG=disable_depth_compression No effect
VKD3D_CONFIG=disable_simultaneous_uav_compression No effect
VKD3D_CONFIG=force_initial_transition No effect
VKD3D_CONFIG=single_queue No effect
VKD3D_CONFIG=skip_driver_workarounds No effect
Full cache nuke (vkd3d + game pipeline library + RE Engine shader cache) No effect

Additional observations

  • VKD3D_SHADER_OVERRIDE prevents the game from launching (same as noted in #2852)
  • RenderDoc Vulkan capture layer does not suppress the artifacts (unlike on RTX 3070 per #2852). Artifacts are visible in captured frames.
  • RenderDoc captures (19GB, 3 frames with artifacts visible) are available if useful for debugging.
  • This is on a different GPU architecture (Blackwell) than #2852 reports (Turing/Ampere). The artifacts, their behavior, and their resistance to all known workarounds suggest a Blackwell-specific issue — potentially in the NVIDIA shader compiler or driver's handling of vkd3d-proton's SPIR-V output.
00xeriko 2026-03-05 github

RenderDoc finding: non-deterministic render target content across replays

When replaying a captured frame in RenderDoc, render target contents are not consistent across replays of the same event:

  1. Click on any event in the Event Browser
  2. Click away to a different event, then click back to the same EID
  3. The image in the Texture Viewer is different each time

This is reproducible across multiple events throughout the frame — from the first geometry render pass (EID 6355) through to later compositing stages. Both depth-stencil and color outputs exhibit this behavior.

This suggests that at least one resource is not being deterministically initialized between uses, and the artifacts may be a result of whatever data happens to be in GPU memory at that point.

RenderDoc captures demonstrating this (EID20035).

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BBlisto91 2026-03-05 github

Hi there.
This has been confirmed to be a driver issue on Blackwell cards that will be fixed in the 595 driver.
See https://github.com/HansKristian-Work/vkd3d-proton/issues/2850

00xeriko 2026-03-05 github

Confirmed as the Blackwell driver bug tracked in #2850 — NVIDIA has a fix in the 595 driver. Closing as duplicate.

For reference, the extensive testing in this issue independently confirmed this is not a vkd3d-proton issue: instruction_qa_checks (verified active with enable_descriptor_qa=true build), disabling unified layouts, force_initial_transition, single_queue, all compression flags, and all shader-level fixes had no effect. All tested with DLL load verification against custom builds.

00xeriko 2026-03-05 github

@Blisto91 Doh, should have caught that one. Oh well ... I was having fun trying to figure it out. First time using Ubuntu and first time trying to debug a game. I'm also not a dev lol. Thanks for pointing me in the right direction!