VR stuff is handled outside of vkd3d-proton, but according to the log it does submit stuff?
[2026-06-24T16:33:17.347 DEBUG xrizer::compositor ThreadId(1)] Created new swapchain: 1832x1919, format = 43
[2026-06-24T16:33:17.347 TRACE xrizer::compositor ThreadId(1)] returning to Begun frame state
[2026-06-24T16:33:17.347 TRACE xrizer::compositor ThreadId(1)] advanced frame state from Submitted to Waited
[2026-06-24T16:33:17.348 TRACE xrizer::compositor ThreadId(1)] advanced frame state from Waited to Begun
[2026-06-24T16:33:17.349 TRACE xrizer::compositor ThreadId(1)] frame begin
[2026-06-24T16:33:17.349 INFO xrizer::compositor ThreadId(1)] Received game texture, restarted session with new data
[2026-06-24T16:33:17.349 TRACE xrizer::compositor ThreadId(1)] submitted Left
[2026-06-24T16:33:17.349 TRACE openvr::bindings::vr::ivrcompositor028 ThreadId(1)] Entered IVRCompositor028::Submit
[2026-06-24T16:33:17.349 TRACE xrizer::compositor ThreadId(1)] submitted Right
[2026-06-24T16:33:17.350 TRACE openvr::bindings::vr::ivrcompositor028 ThreadId(1)] Entered IVRCompositor028::PostPresentHandoff
[2026-06-24T16:33:17.350 TRACE xrizer::compositor ThreadId(1)] presenting frame
[2026-06-24T16:33:17.350 TRACE xrizer::compositor ThreadId(1)] frame submitted
[2026-06-24T16:33:17.350 TRACE xrizer::compositor ThreadId(1)] advanced frame state from Begun to Submitted
etc.
Ok, there's this error:
[2026-06-24T16:33:22.129 WARN xrizer::overlay ThreadId(1)] Unsupported texture type: DirectX12
I don't know what xrizer is, but this is firmly outside of our control.
Xrizer is just a compatibility layer that allows openvr games to run on openxr based vr runtimes, the main issue in this case is that usually when running vr games vkd3d translates the dx12 calls to vulkan which then xrizer can send to the vr runtime to display on the headset but in this case all the calls that are going from the game to the vr runtime are not getting translated and as such xrizer just drops them since it can't handle dx12 frames directly
and as such xrizer just drops them since it can't handle dx12 frames directly
Then that needs to be fixed on their side. We literally cannot do anything here because vkd3d-proton isn't involved in VR submissions. Only thing we can do, and are doing already, is provide interop APIs for the VR stack to call into.
PROTON_LOG=1x1 2026-06PROTON_REMOTE_DEBUG_CMD="'$PWD/bypass.exe'"x1 2026-06PROTON_USE_XALIA=0x1 2026-06VKD3D_SHADER_CACHE_PATH=0x1 2026-06WINEDEBUG="+loaddll,+trace"x1 2026-06
When trying to run F1 25 on Proton, any version but this specific proton-cachyos-10 build actually makes the game run in flatscreen mode. When launching the game using the -vr argument to launch it in vr mode, the game successfully connects to the runtime, but fails to present any frames. In the trace log the game is reportedly attempting to send DirectX12 frames, which are rejected by the runtime.
Software information
F1 25 with default settings, trying to run in VR mode. Using WiVRn build 26.6.1 and xrizer upstream with custom changes to implement IVRCompositor_028 interface.
Launch arguments used:
PRESSURE_VESSEL_IMPORT_OPENXR_1_RUNTIMES=1 RUST_LOG=xrizer::compositor=trace,xrizer::overlay=debug,xrizer::graphics_backends::vulkan=trace,openvr_calls=trace PROTON_LOG=1 WINEDEBUG="+loaddll,+trace" PROTON_USE_XALIA=0 VKD3D_SHADER_CACHE_PATH=0 PROTON_REMOTE_DEBUG_CMD="'$PWD/bypass.exe'" %command%System information
Log files
steam-3059520.log