protonscr

Ghost of Tsushima DIRECTOR'S CUT: sunlight/moonlight not occluded by scene geometry (visible through tree trunks/solid objects)

vkd3dopen appid 2215430
HansKristian-Work/vkd3d-proton#3244 · opened 2026-08-29 by Barben360 · updated 2026-08-29 · 0 comments · github · game page · search this game
BBarben360 2026-08-29 github

Game

Ghost of Tsushima DIRECTOR'S CUT (Steam AppID 2215430)

System

  • Distro: CachyOS Linux, kernel 7.2.2-1-cachyos
  • GPU: NVIDIA GeForce RTX 3080, proprietary driver 610.57.04
  • Reproduced with: GE-Proton11-6, Proton 10.0, Proton Experimental, and proton-cachyos
    (identical behavior on all of them — appears independent of the Proton build,
    pointing at vkd3d-proton or the NVIDIA driver as the common factor)

Bug

Directional sunlight/moonlight (and its volumetric light shafts / lens flare) is not
correctly occluded by solid scene geometry. The sun's glow/halo appears to shine
straight through tree trunks and other solid objects instead of being blocked, as if
the volumetric lighting pass isn't testing against the depth buffer correctly.

The light bleeding through the geometry also flickers, rather than being a static
misrender — this may be an important clue (e.g. pointing at a resource sync /
barrier race rather than a purely incorrect depth test).

Screenshot to follow in a comment below.

Notes

  • Happens consistently, not an occasional one-off glitch (the flicker is on the
    bled-through light itself, not on the bug's occurrence).
  • I don't have a Windows machine or an AMD GPU to cross-check whether this also
    happens natively / on Mesa, so I can't confirm this is Linux/vkd3d-proton-specific
    rather than an NVIDIA driver or game-engine issue. Happy to provide a
    PROTON_LOG=1 log, apitrace, or test specific vkd3d-proton env vars if that helps
    narrow it down.
Image

Proton versions

Launch options