For the reference, with dxvk (without adding -dx12) it starts fine.
Can you provide a log with VKD3D_DEBUG=trace?
It's weird, I was able to start the game one time at least until the logo videos, and then it got stuck. I think the problem is caused not by vkd3d, but by some other issues in Wine-staging.
Just for the reference, here is debug log:
256:fixme:debug_vk_memory_property_flags: Unrecognized flag(s) 0xc0.
256:fixme:debug_vk_memory_property_flags: Unrecognized flag(s) 0xc0.
256:fixme:debug_vk_memory_property_flags: Unrecognized flag(s) 0xc0.
256:fixme:debug_vk_memory_property_flags: Unrecognized flag(s) 0xc0.
256:fixme:d3d12_device_caps_init_feature_options1: TotalLaneCount = 2560, may be inaccurate.
256:fixme:debug_vk_memory_property_flags: Unrecognized flag(s) 0xc0.
256:fixme:debug_vk_memory_property_flags: Unrecognized flag(s) 0xc0.
256:fixme:debug_vk_memory_property_flags: Unrecognized flag(s) 0xc0.
256:fixme:debug_vk_memory_property_flags: Unrecognized flag(s) 0xc0.
256:fixme:d3d12_device_caps_init_feature_options1: TotalLaneCount = 2560, may be inaccurate.
256:fixme:d3d12_rtv_desc_create_rtv: NULL resource RTV not implemented.
...
256:fixme:d3d12_rtv_desc_create_rtv: NULL resource RTV not implemented.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x1d.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x1d.
536:fixme:rs_desc_from_d3d12: Ignoring MultisampleEnable 0x1.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0xd.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x1d.
564:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x1d.
564:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x1c.
564:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
572:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x1d.
564:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
540:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
564:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
540:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
564:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
540:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
552:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x1d.
560:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x3e.
540:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x3e.
560:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x3e.
560:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
256:fixme:d3d12_root_signature_init: Ignoring root signature flags 0x3e.
560:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
540:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
560:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
540:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
560:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
552:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
572:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
552:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
572:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
552:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
572:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
552:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
572:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
552:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
572:fixme:shader_extract_from_dxbc: Failed to parse shader, vkd3d result -3.
0338:err:ntdll:RtlpWaitForCriticalSection section 000000007BC66540 "dlls/ntdll/loader.c: loader_section" wait timed out in thread 0338, blocked by 0104, retrying (60 sec)
The part in the end is the offending one:
0338:err:ntdll:RtlpWaitForCriticalSection section 000000007BC66540 "dlls/ntdll/loader.c: loader_section" wait timed out in thread 0338, blocked by 0104, retrying (60 sec)
I'll close this for now, until I'll dig more into it.
560:fixme:shader_is_dxil: Failed to parse shader, vkd3d result -3.
There's definitely something weird going on here, I'll take a look when I have time.
VKD3D_DEBUG=trace`?x1 2020-10
Aquanox Deep Descent is using Unreal Engine and should support DX12.
I tested GOG version of the game with Wine-staging 5.20 and latest vkd3d-proton master enabled (dxvk is also enabled in the prefix).
To use DX12, the binary is launched with -dx12 parameter:
The game crashes before showing anything. Here is the output: