having the same issues here but after changing to dx11 i had no performance cost, on the contrary, had more frames and better stability
I reproduced this on an RX 470. No problem with RDNA1 or RDNA3, so it might be Polaris-specific. I also looked at some RenderDoc captures. It seems like some indexed draws that should normally happen are simply missing, but the draw calls also seem to be reordered every frame, so different geometry goes missing from frame to frame and hence the flickering.
It doesn't happen with RADV_DEBUG=syncshaders or a debug build of vkd3d-proton with breadcrumbs enabled, so it seems like some kind of sync issue. Maybe the game simply expects a faster graphics card?
I have an issue with the in game voice chat. On multiple proton versions (including GE and non GE) The voice chat breaks when joining a party, my mic starts clipping and I have to disable voice chat and re enable it for it to work again. It also breaks when joining a trial.
I'm using pipewire.
@terrorbyte69420
PROTON_LOG=1 %command%, this will create a log file on your home folder called steam-1304930.log, if you run into the problem again, upload the log, if it's too big try zipping it first.Replying to https://github.com/ValveSoftware/Proton/issues/6926#issuecomment-3392323343
Microphone input seems to be broken for voice chat in this game too with Proton
(Same symptoms as the reply above, when you go to settings for mic test when alone in lobby, it usually works fine, but when you connect to a game, it will start glitching out and go crazy)
Flairs should be updated as this game is also Steam Deck verified now
I have an issue with the in game voice chat. On multiple proton versions (including GE and non GE) The voice chat breaks when joining a party, my mic starts clipping and I have to disable voice chat and re enable it for it to work again. It also breaks when joining a trial. I'm using pipewire.
For anyone having this issue, I was able to workaround the same (or a very similar) issue by forcing sound=alsa for The Outlast Trials (I used Protontricks for this).
Unfortunately I looked into this and settled on that workaround early last year so I've forgotten many of the details, but I was seeing this spew in my log specifically when joining a 4 player VOIP session:
pipewire-pulse[xxxx]: mod.protocol-pulse: 0xXXXXXXXXXXXX: [The Outlast Trials] overrun recover read:0 avail:1126400 max:15360 skip:1122560
I looked at the source code to the pipewire-pulse module and it looked to me like the issue was related to a hard coded buffer size used in that module for I think pulse sinks.
One thing I do remember is that most recommendations I found on the internet when searching for the above error amounted to "adjust the niceness values of pipewire" and none of those fixed the issue for me. Bypassing the pipewire-pulse module outright was the only workaround I found that solved the issue for me.
PROTON_LOG=1x1 2025-10RADV_DEBUG=syncshaders`x1 2023-11
Compatibility Report
System Information
I confirm:
[X] that I haven't found an existing compatibility report for this game.
[X] that I have checked whether there are updates for my system available.
Proton Log
steam-1304930.log
Symptoms
DX12 causes texture flickering, DX11 fixes it but at a performance cost. Tested with the x11 display server as well, no changes.
Reproduction