Does the compute shader read the UAV or is it writeonly in the shader? If it's writeonly in the shader, then the issue must be something else.
If not, it's the game's fault. Unless explicitly reported by the driver as supported, reading from non-R32_* UAVs is illegal, and DXVK doesn't report that as supported.
Does the compute shader read the UAV? If not, then that isn't the issue.
Yes, shader modifies the value and writes it back.
If not, it's the game's fault. Unless explicitly reported by the driver as supported, reading from non-R32_* UAVs is illegal, and DXVK doesn't report that as supported.
Ah, I see, so I need to launch the game itself and see what it does with DXVK instead of trace. Sorry for troubling you then. Thanks!
After my investigation I found that it was mentioned in https://github.com/doitsujin/dxvk/issues/150 so I guess I've stumbled upon the real world example.
Shadow of the Tomb Raider is rendered incorrectly on ANV because its compute shader that applies lut uses R11G11B10_FLOAT uav:

Also I didn't try the game itself but used a trace from the investigations of the neighbor SOTTR bug so I don't know which settings are used.