When replaying a captured frame in RenderDoc, render target contents are not consistent across replays of the same event:
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).
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
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.
@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!
proton experimentalx1 2026-03VKD3D_CONFIGx1 2026-03VKD3D_CONFIG=disable_color_compression`x1 2026-03VKD3D_CONFIG=disable_depth_compression`x1 2026-03VKD3D_CONFIG=disable_simultaneous_uav_compression`x1 2026-03VKD3D_CONFIG=disable_uav_compression`x1 2026-03VKD3D_CONFIG=force_initial_transition`x1 2026-03VKD3D_CONFIG=instruction_qa_checks`x1 2026-03VKD3D_CONFIG=single_queue`x1 2026-03VKD3D_CONFIG=skip_driver_workarounds`x1 2026-03VKD3D_SHADER_OVERRIDEx1 2026-03
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:
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_checkson 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)
System
576e3cedReproduction
Workarounds tested — all ineffective
VKD3D_CONFIG=instruction_qa_checksFIXUP_LOOP_HEADER_UNDEF_PHISshader quirkFLUSH_NAN_TO_ZEROshader quirkVK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BITVKD3D_CONFIG=disable_color_compressionVKD3D_CONFIG=disable_uav_compressionVKD3D_CONFIG=disable_depth_compressionVKD3D_CONFIG=disable_simultaneous_uav_compressionVKD3D_CONFIG=force_initial_transitionVKD3D_CONFIG=single_queueVKD3D_CONFIG=skip_driver_workaroundsAdditional observations
VKD3D_SHADER_OVERRIDEprevents the game from launching (same as noted in #2852)