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.
Game
Ghost of Tsushima DIRECTOR'S CUT (Steam AppID 2215430)
System
(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
bled-through light itself, not on the bug's occurrence).
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.