protonscr

Regression causes glitches in Guardians of the Galaxy on RDNA3

vkd3dclosed
HansKristian-Work/vkd3d-proton#3109 · opened 2026-06-17 by runar-work · updated 2026-06-23 · 0 comments · github
Rrunar-work 2026-06-17 github

Certain textures, like patches of sand in the benchmark and in-game, will have flickering, blocky glitches starting with this commit: https://github.com/HansKristian-Work/vkd3d-proton/commit/c01c8b46ec4f8e2c9b035f8bd3fae0b3c0676aca.

Full hash ranges of extra barriers didn't help (graphics, pre-raster, pre-compute, post-compute). RADV_DEBUG=syncshaders also doesn't help, but RADV_DEBUG=fullsync works around it. RADV_DEBUG=nodcc also works around it.

It doesn't happen on RX 9070 or Raphael.

Image

Software information

Guardians of the Galaxy, happens with both high and low graphics presets.

Save file can be found in https://github.com/HansKristian-Work/vkd3d-proton/issues/1943, which is similar in appearance, though this one seems to be RDNA3-exclusive.

System information

Log files

RenderDoc trips a winevulkan assert with vkSetDebugUtilsObjectNameEXT, so I got some log files from that with bleeding-edge-debug and VKD3D_DEBUG=trace.

steam-1088850_renderdoc_assert.log

renderdoc_assert_thread.log

Edit: I commented out the call with vkSetDebugUtilsObjectNameEXT and still got a ray tracing-related crash in the game, but it works with VKD3D_CONFIG=nodxr on top. If I discard the output of the fragment shader included below, the glitches disappear.

RenderDoc capture: gotg_dcc_glitches_rx7600.zip

1f29288d6150a04e..zip

Proton versions

Launch options

Upstream links