protonscr

Resident Evil Requiem

protonopen appid 3764200Game compatibility - Unofficial
ValveSoftware/Proton#9534 · opened 2026-02-27 by NTMan · updated 2026-07-16 · 31 comments · github · game page · search this game
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NNTMan 2026-02-27 github

Compatibility Report

  • Name of the game with compatibility issues: Resident Evil Requiem
  • Steam AppID of the game: 3764200

System Information

  • GPU: AMD Radeon 7900XTX
  • Video driver version: Mesa 26.0.0
  • Kernel version: 7.0-rc1
  • Link to full system information report: gist
  • Proton version: 1770737294 experimental-10.0-20260210

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.

Symptoms

  1. possible circular locking dependency detected warning in the kernel log when I wake up the gamepad and play for five minutes. I propose fix for it here: https://lore.kernel.org/all/[email protected]/
  2. Ray Tracing option is not available in the game's graphics settings (not listed). The GPU (RX 7900 XTX) supports hardware ray tracing.

Reproduction

  1. Circular locking dependency: always reproducible. Launch the game, play for ~5 minutes with a force-feedback gamepad connected — the lockdep warning appears in dmesg.
  2. Missing Ray Tracing: always reproducible. Launch the game, open Graphics Settings — there is no Ray Tracing option available.
Llaichiaheng 2026-02-27 github

Does anyone able to play it in fullscreen mode and enable Ray Tracing?

VVladimirMrzv 2026-02-28 github
Ccameronbosch 2026-02-28 github

This game very likely has the same Nvidia RTX 50 series issue as #9469 because Resident Evil Requiem is also an RE Engine game. (It is a modern Capcom game after all.)

This means that until Nvidia driver version 595 releases, RE Engine games are completely broken on these Nvidia RTX GPUs, especially the 50 series, which can only use the open source kernel modules and thus cannot temporarily switch to the older proprietary kernel modules to work around this issue for now.

I want to make it clear that this is not a Capcom issue, but an Nvidia driver issue. Anybody else who has this issue is encouraged to confirm this here.

Uurbenlegend 2026-02-28 github

RE Requiem sometimes launches in a small borderless window even though the setting is on fullscreen. You can work around it by pressing Alt + Enter twice to go into windowed mode and back to fullscreen.

My main issue right now is that it crashes sometimes with this dialog box.
Image

This is with Max Settings (except RT, which is on High) @ 3840x2160, DLSS Performance, Reflex On, FSR 3 Frame Gen

Proton Logs: steam-3764200.tar.gz

System Info: https://gist.github.com/urbenlegend/92c8820cf3caca58c47d2bc3e2e52ff1

Pplbpietrz 2026-03-01 github

In my case, the game works more or less flawlessly after ~4h of gameplay, but the RT options are missing from the Graphics menu. My spec:

  • kernel: fedora-x870e 6.18.13-200.fc43.x86_64
  • mesa: 25.3.6, 26.0.1
  • GPU: 9070 XT

Any way to enable them?

EEckoa 2026-03-01 github

In my case, the game works more or less flawlessly after ~4h of gameplay, but the RT options are missing from the Graphics menu. My spec:

  • kernel: fedora-x870e 6.18.13-200.fc43.x86_64
  • mesa: 25.3.6, 26.0.1
  • GPU: 9070 XT

Any way to enable them?

Search Google and protondb for how (the other RE games have it)

That said they're disabled for a reason by capcom on wine. You'll likely have much more crashing or artifacts.

AAwesamLinux 2026-03-01 github

@plbpietrz You can enable the raytracing with the Steam Launch Command "%command% /WineDetectionEnabled:False"

Have not played for long with raytracing enabled, but it seems to be working without major issues so far. I did spot some minor graphical artifact that I think was related to having raytracing enabled. I'm using the mesa git drivers though because they have vastly better raytracing performance than the standard current Mesa in Fedora 43.

Kernel: 6.18.13-200.fc43.x86_64
Mesa: Mesa 26.1.0-devel
GPU: RX 7900 GRE

UPDATE:
After some further testing it appears that the graphical artifacts (that appear like white random spots) appear if you have Raytracing AND FSR3 upscaling enabled. If you disable FSR3 upscaling I did not spot the artifacts.

Image You can spot the artifacts right at the beginning of the game, if you walk near to the pedestrians faces.
Eerikfrish 2026-03-03 github
Jjgtvares 2026-03-04 github

Replying to https://github.com/ValveSoftware/Proton/issues/9534#issuecomment-3977248377

@cameronbosch do you think it also affects the RTX 40 series? I have an RTX 4060 Laptop (OS is Ubuntu), and I never got to the main menu. My driver is 580.126.09. I tried several Proton versions.

The furthest I got was the "compiling shaders" screen. After finishing compiling, the game freezes on the loading screen.

Ccameronbosch 2026-03-05 github

Are you using the Nvidia open kernel modules or the propietary kernel drivers?

Jjgtvares 2026-03-05 github

@cameronbosch the proprietary. Yesterday, I updated my driver to 590, removed the Steam compatdata and shader caches, then reinstalled the game, and it worked with Proton Experimental (no launch options)!

Ccameronbosch 2026-03-05 github

Huh. Maybe the older 580 drivers had a serious issue with the game.

Then again, even Nvidia's Windows drivers are bad right now, as we've seen with them pulling the 590 drivers from Windows recently.

I'll probably try Resident Evil Requiem soon on a 50 series laptop. We'll see if the same glitches and artifacts happen to mine or if they're cleared up now.

Jjgtvares 2026-03-05 github

@cameronbosch although it runs well for me, I see random lights popping up, mainly during cutscenes. I tried to reduce the lens flare effect ('cause the artifacts are similar to that effect), but it didn't solve.
Well, I guess we'll have to wait for an Nvidia update then.

Bbusliggabor 2026-03-05 github

@cameronbosch although it runs well for me, I see random lights popping up, mainly during cutscenes. I tried to reduce the lens flare effect ('cause the artifacts are similar to that effect), but it didn't solve. Well, I guess we'll have to wait for an Nvidia update then.

Try turning off subsurface scattering until there is a fix for it.

SSimFarmer 2026-03-06 github

I am on a 5070ti, when I enable pathtracing/raytracing after starting the game with "%command% /WineDetectionEnabled:False" launch command. The game will freeze on trying to load in previous game.

I was able to get the game to load in on a previous save with Leon in the umbrella underground but that was the only save that would "function". My current insanity playthrough on Grace earlier in the game I could not load into the medical ward building at all. When turning raytracing off the game loads successfully no matter the save.

I am currently on driver 595 which has fixed my previous vertex explosions, I have tried several different proton versions (Experimental, Hotfix, GE, Cachy) with no dice. If this is a driver level issue and not a proton level issue, I will direct this information to the NVIDIA forum.

Mmgruberb 2026-03-06 github

I am on a 5070ti, when I enable pathtracing/raytracing after starting the game with "%command% /WineDetectionEnabled:False" launch command. The game will freeze on trying to load in previous game.

In case you have mangohud globally enabled, try turning it off (MANGOHUD=0). That was the only way I could get into the game with driver 595 and raytraying. But I'm seeing similar loading freezes in other games even without mangohud or raytracing with 595, so it might be a general driver issue.

SSimFarmer 2026-03-07 github

(MANGOHUD=0)

just tried this and it still froze so I will post on the nvidia forums, thank you for your help!

RRandy28CR 2026-03-07 github

9070xt, R5 7600x here, latest stable Mesa installed (26.0.1).
The game, with or without RT, has some sort of traversal stutters.
Can anybody confirm this as well?
Already tried it on Bazzite (Fedora) and CachyOS (Arch), as well as Proton Bleeding Edge.
The game seems to display everything fine but it does have traversal stutters. I had an undervolt but I made sure to try to reproduce it with stock values and 0 mods.
That is my current only "but" with the game.
It definitely does not have those issues on Windows, so I hope it can be fixable.

RRandy28CR 2026-03-09 github

Replying to https://github.com/ValveSoftware/Proton/issues/9534#issuecomment-3992698635

After a lot of troubleshooting, I found this is due to memory EXPO/XMP profiles enabled.
I did not face it on Linux but did on Windows. Put my RAM to defaults (6000mhz to 4800mhz) and gone

Aarnxxau 2026-03-09 github

Replying to https://github.com/ValveSoftware/Proton/issues/9534#issuecomment-4016979939

I'm experiencing the same, a lot of traversal stutters even at the beginning of the game (no open city)

also with a 9070xt

update:
Tried the game on Windows and this kind of stuttering does not occur. It has some, but not as aggressive. Also, if on Windows I cap the game to 30 FPS, it stays at 30. On Proton, if I cap the game to 30 and transition between the save room and the hall, I drop frames no matter what.

update 2:
If I disable ray tracing on Linux (on Windows I had it enabled and it could maintain stable FPS), it fixes the aggressive stuttering. If I cap the frame rate to 60 or 30, it maintains the framerate like on Windows. So it seems related to ray tracing performance.

I will try and report this to Mesa too.

Pplbpietrz 2026-03-17 github

I can confirm the stuttering issue on 9070 xt + 9950X3D + when RT is enabled

RReonu 2026-04-05 github

The "open world" part with Leon seems to always crash for me unless I re-enable wine detection, which disables RT. Even manually disabling RT without re-enabling Wine detection isn't enough to prevent it from crashing.

EndeavourOS, KDE Plasma
Nvidia 595.58.03 driver
4070Ti Super
32 GB RAM
9800X3D
Wayland
1440p 144 Hz

BBeauTaapken 2026-04-25 github

Replying to https://github.com/ValveSoftware/Proton/issues/9534#issuecomment-4012721265

I have the same issue, also on driver 595.58.03, but with a 4090. This happens on trying to start a new game as well, as i didn't play the game yet because of the vertex explosion issue i heard about. I really want to play this game with pathtracing, as i've seen some comparison video's of the lighting in the game and I feel like it would be the best experience to play it with pathtracing for the first time. hopefully a new proton or nvidia driver version can fix this issue

Kkristaps777 2026-06-26 github

Anyone experience the game dropping to like 20+ frames all of a sudden? I hadn't played it since launch, opened up and the performance just dropped while I was browsing the main menu.
I tried adding PROTON_LOG, and it generated a log file ~1GB in size in about 4 minutes. That can't be normal, can it?

Ccameronbosch 2026-07-02 github

Huh. Maybe the older 580 drivers had a serious issue with the game.

Then again, even Nvidia's Windows drivers are bad right now, as we've seen with them pulling the 590 drivers from Windows recently.

I'll probably try Resident Evil Requiem soon on a 50 series laptop. We'll see if the same glitches and artifacts happen to mine or if they're cleared up now.

Can confirm that the broken textures and serious artifacting issues were occurring on the 590 drivers on both an RTX 4090 desktop and an RTX 5090 laptop. This was fixed in my experience only with the 595 drivers, which even for Arch Linux, took several weeks after Pragmata's release to be available in Arch Linux's repos; I had to basically run the drivers from a CachyOS developer's repo just to fix it because it took so long to release.

It appears that in Resident Evil Requiem and Monster Hunter Stories 3 Twisted Reflection (#9469) where I and user @TheMCNerd2017 had the issue on that game that Capcom themselves had tracked down the issue to Nvidia and their drivers being so horrifically bad.

Despite the message from Capcom, I only had serious issues with RE Engine games on 590, not 595. And never on AMD or Intel GPUs.

AFAIK, this plot just keeps thickening...

EEckoa 2026-07-04 github

It appears that in Resident Evil Requiem and Monster Hunter Stories 3 Twisted Reflection ([#9469](https://github.com/ValveSoftware/Proton/issues/9469)) where I and user @TheMCNerd2017 had the issue on that game that Capcom themselves had tracked down the issue to Nvidia and their drivers being so horrifically bad.

Despite the message from Capcom, I only had serious issues with RE Engine games on 590, not 595. And never on AMD or Intel GPUs.

AFAIK, this plot just keeps thickening...

thats because its only an issue on the newer RE Engine version post Dragons Dogma 2, before that the Engine was on an older version so RE4R and before are fine. The issue was reported over a year before Requiem to Nvidia when the MH wilds demo was released (by hans of vkd3d) and it has occurred off and on to varying degrees on the Nvidia windows and linux drivers with linux being more effected. Nvidia has known about this for some time, they just havent bothered to really fix it till 595.

Iipr 2026-07-10 github

In the early part there are visual issues where things are not rendered at all:

Image

This is with Proton 11.0 and experimental, AMD GPU and Mesa 26.1.4.

Ccameronbosch 2026-07-16 · hidden on GitHub github

The issue was reported over a year before Requiem to Nvidia when the MH wilds demo was released (by hans of vkd3d) and it has occurred off and on to varying degrees on the Nvidia windows and linux drivers with linux being more effected. Nvidia has known about this for some time, they just havent bothered to really fix it till [driver version] 595.

Well, now there is the Nvidia Linus Torvalds have the bird to over 10 years ago, and no, not Tux! 😂

Seriously though, which will happen first: Nvidia fixing the DirectX 12 bugs via VKD3D or NVK and Nova getting within 95% of performance of Windows 11 and supporting DLSS upscaling?

Unfortunately, it doesn't help that Nvidia has a laptop dGPU monopoly right now. And AMD's Radeon RX 7000 series wasn't an option when I was building my current AM5 desktop. (And given what could have happened with AMD and FSR 4 & 4.1 on old RDNA GPUs, yes, FSR 3.1 and earlier look like DLSS 1, aka, visual garbage, if I went with the 7900 XTX, and I would have only had the iGPU on my AMD Ryzen 9 7950X for at least a few months after the build, it does make me almost glad that I went with Nvidia. And this was despite KDE Plasma 6.0 being the first truly usable version of KDE to have Wayland working on Nvidia, and given my desktop has an incompatible with X11 multi monitor setup, this could have prevented me from using Linux, which I'm so glad I went to because of 2026 Windows 11 somehow being worse than the version it was originally released as, and that already was very bad!)

You'd think with Windows 11 sinking like the Titanic, aka, the "unsinkable ship" that sunk on its maiden voyage, albeit slowly at first, that Nvidia would put some more work into Linux... The visual glitches I get with G-Sync enabled on one monitor but not the others (and it turning off and on repeatedly) and the loss of performance in DX12 games, and even some games that are 2 decades old stuttering like it's UE5 made, make me wish users had more options for GPUs...

Ssimifor 2026-07-16 github

@ipr can the issue be reproduced before you enter the hotel? at first glance I'm not seeing anything wrong, would be good to share proton logs, game settings, and more info about your setup. Odds are that not all amd cards are affected, I checked on a 9070

Iipr 2026-07-16 github

@ipr can the issue be reproduced before you enter the hotel? at first glance I'm not seeing anything wrong, would be good to share proton logs, game settings, and more info about your setup. Odds are that not all amd cards are affected, I checked on a 9070

Yes, it happens every time regardless of graphics settings. Framerate is fine except that you see through things that you should not be seeing.

steam-3764200.log

Iipr 2026-07-16 github

Log has interesting lines like these:

2046.009:0138:0184:warn:vkd3d-proton:d3d12_cached_pipeline_state_validate: PSO compatibility hash mismatch.
2046.040:0138:0194:warn:vkd3d-proton:d3d12_pipeline_state_init_graphics_create_info: DSV format is DXGI_FORMAT_UNKNOWN.
2063.740:0138:026c:warn:vkd3d-proton:d3d12_resource_validate_texture_alignment: Invalid resource alignment 0x1000 (required 0x10000).

I'll try to clear shader caches.
Edit: no luck, problem exists.

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Upstream links