protonscr

Crimson Desert foliage flickering when enabling descriptor_heap with Nvidia 610 Drivers

vkd3dopen NVIDIA descriptor heaps
HansKristian-Work/vkd3d-proton#3096 · opened 2026-06-06 by bwachtendorf · updated 2026-08-04 · 12 comments · github
Bbwachtendorf 2026-06-06 github

When enabling descriptor_heap with VKD3D_CONFIG=descriptor_heap, foliage in the game Crimson Desert start to flicker in and out of existence:

https://github.com/user-attachments/assets/3b64e302-f435-4e3d-b9e3-b71eae07180a

No in-game setting seems to affect it.
Problem does not occur with descriptor_heap disabled and any in-game setting.

Software information

Game: Crimson Desert
Version: 1.10.00 and 1.10.01

System information

Log files

steam-3321460.tar.gz

DDevL0rd 2026-06-13 github

Exactly the same issue, but to confirm, going back to 595 drivers, the issue is nonexistent. it works flawlessly.

DDevL0rd 2026-06-14 github

Hey, been trying to track this down on my own setup since it's been bugging me (RTX 4090 laptop, driver 610.43.02). Wanted to share what I found even though I came up empty, in case it saves someone time.

For me it's very specifically the ground clutter, the little scattered foliage and rocks on the ground. When they flicker they don't just blink in and out, they come back in a slightly different rotation/position/size, almost like the game is re-rolling where to place them every frame. Bigger objects seem fine. And it only really kicks in at high framerates. If I cap the fps low it pretty much stops.

Just to confirm the obvious: completely gone on 595 (I was on 595.71.05 before) and completely gone if I don't enable descriptor_heap. So it's that specific combo of 610 + descriptor_heap.

I threw a bunch of VKD3D_CONFIG flags at it to try to figure out what kind of bug it even is, and none of them changed anything:

single_queue (no change, so probably not an async/cross-queue thing)
no_gpu_upload_heap (no change)
force_host_cached (no change, so it doesn't seem to be the descriptor memory living in BAR memory or some write-visibility issue)
defer_resource_destruction (no change, thought maybe a freed resource's address was getting reused under a live descriptor, but nope)

I also ran descriptor_qa_checks. The only thing it ever flagged was one compute shader (a water ripple one called impulseRippleCS) spamming INVALID_TIMESTAMP, but poking at the resource lifetime stuff didn't change the flicker at all so I think that was unrelated/a red herring.

Last thing I tried was building vkd3d myself and forcing it to rebind the global descriptor heap before every single draw, figuring maybe the bound heap was going stale somehow. Still flickered.

So with it being framerate dependent and nothing on the vkd3d side budging it, my (probably wrong) gut feeling is it's something in nvidia's actual descriptor heap implementation in 610, since the extension shipped back in 595.45.04 and worked fine for me right up through 595.71.05. But yeah, I tried everything I could think of and I'm just not smart enough to crack this one lol. Hopefully something in here helps someone who actually knows this stuff.

DDevL0rd 2026-06-18 github

oh hey @HansKristian-Work if I can help and you have some tips and pointers to get to the bottom of it I'd love to try. I'd hate to just push it on someone if I could educate myself and contribute when things break like this.

Regaurdless if it's something you know how to fix, and want to look or validate it yourself, let me know, I'd love to buy you a key for the game. ♥️

Pparke1wh 2026-06-21 github

I also have the same issue, however one step worse for me as it leads to the game freezing completely after a few minutes, no crash just freeze. Though if its as @DevL0rd says and its "re-rolling" or recalculating something that might explain the freeze since the game would constantly be recalculating something.

It's a shame because the game actually runs much smoother for me with this setting on.

DDevL0rd 2026-06-21 github

I also have the same issue, however one step worse for me as it leads to the game freezing completely after a few minutes, no crash just freeze. Though if its as @DevL0rd says and its "re-rolling" or recalculating something that might explain the freeze since the game would constantly be recalculating something.

It's a shame because the game actually runs much smoother for me with this setting on.

same its so much faster with it on. much smoother. however, @parke1wh , for the freezing, i never get that UNLESS i turn on logging, then for whatever reason it freezes randomly.

Pparke1wh 2026-06-21 github

I also have the same issue, however one step worse for me as it leads to the game freezing completely after a few minutes, no crash just freeze. Though if its as @DevL0rd says and its "re-rolling" or recalculating something that might explain the freeze since the game would constantly be recalculating something.
It's a shame because the game actually runs much smoother for me with this setting on.

same its so much faster with it on. much smoother. however, @parke1wh , for the freezing, i never get that UNLESS i turn on logging, then for whatever reason it freezes randomly.

How long have you played with it flickering like this? It does okay at first for me but If I just continue to play it will freeze around the 2-3 minute mark, or if I adjust any display settings. With descriptor_heap off none of this occurs, but the game suffers from some fps issues compared to windows if you have max settings when off. Tried lowering resolution and changing upscalers like a similar issue had suggested but no luck.

Rrlocatti-nv 2026-06-23 github

Investigating this problem, I noticed disabling the extension VK_NV_raw_access_chains makes the flickering disappear. This is not a fix, and doing so likely hurts performance; but it's a pointer.

The first area in the game reproduces this bug every single time for me.

DDevL0rd 2026-06-25 github

Investigating this problem, I noticed disabling the extension VK_NV_raw_access_chains makes the flickering disappear. This is not a fix, and doing so likely hurts performance; but it's a pointer.

The first area in the game reproduces this bug every single time for me.

oh hey that gives me ideas! Thanks man, let me check.

I also have the same issue, however one step worse for me as it leads to the game freezing completely after a few minutes, no crash just freeze. Though if its as @DevL0rd says and its "re-rolling" or recalculating something that might explain the freeze since the game would constantly be recalculating something.
It's a shame because the game actually runs much smoother for me with this setting on.

same its so much faster with it on. much smoother. however, @parke1wh , for the freezing, i never get that UNLESS i turn on logging, then for whatever reason it freezes randomly.

How long have you played with it flickering like this? It does okay at first for me but If I just continue to play it will freeze around the 2-3 minute mark, or if I adjust any display settings. With descriptor_heap off none of this occurs, but the game suffers from some fps issues compared to windows if you have max settings when off. Tried lowering resolution and changing upscalers like a similar issue had suggested but no luck.

I may have not played it long enough to see a crash cause the flickering annoyed me and i went straight to trying to fix it in vkd3d. so tbh it could have actually had a issue but I just didn't see it.

TTrickluan91 2026-06-30 github

Can confirm a very similar regression on a different title, also Blackwell + NVIDIA 610.x.

System info
GPU: RTX 5070
Driver: 610.43.02
Wine version: Proton-CachyOS (latest)
Game: Resident Evil 4 Remake

Textures pop in and out of existence intermittently during normal gameplay (similar visual category to the foliage flickering shown in the video above — geometry/textures flicker in and out rather than rendering corruption). No specific area or trigger, happens throughout regular play.

Tested with VKD3D_CONFIG=descriptor_heap explicitly set — bug present.
Tested without the flag (default build config) — bug still present.
Rolled back to the latest 595.x driver and the issue is completely gone.

The bug appeared from the very beginning of the game and is exactly the same as in the reddit thread https://www.reddit.com/r/residentevil/comments/1k99eus/texture_popping_in_and_out_in_re4_remake_for_pc/

Happy to grab PROTON_LOG=1 logs / VKD3D_CONFIG=breadcrumbs output if that would help narrow this down — let me know what's most useful to attach.

Since this looks driver-side rather than something vkd3d-proton can fix directly, I'd appreciate a pointer to where else this should be reported (e.g. NVIDIA's Linux driver forum), or a link to an existing report if someone's already tracking this with NVIDIA.

Eerjesmith 2026-07-14 github

Hi there, just bumping to say I have the exact same issue on Monster Hunter Rise, RTX 5070. In-game settings make absolutely no difference. My next plan will be to rollback drivers to 5.95x. Other than that I have nowhere near enough Linux knowledge to say. It seems to be isolated to shaders that add detail on my map such as foilage.

Rrlocatti-nv 2026-07-14 github

Hi erjesmith, the problem has been root caused in the driver and a future release will include the fix.

DDevL0rd 2026-08-04 github

I can confirm @rlocatti-nv that the issue was resolved in the latest driver release today:

https://www.nvidia.com/en-us/drivers/details/274513/