Please upload the apitrace somewhere else -- I can't connect to that site.
Looks like an NV only bug, I will look into it tomorrow. (I think it might be SWVP causing it because we currently have issues with that on NV due to uniform buffer range stuff)
AMD:

Nvidia:

yeah, confirming on nvidia 440.58.02

The last time the textures were not transparent was with version 1067.
The issue comes from this commit: https://git.froggi.es/doitsujin/dxvk/-/commit/b738c4220b7f2ea71cf2f1f61521a08606ee7022
I am aware it is depth bias scaling, sorry I should have updated the issue with that info.
The last time the textures were not transparent was with version 1067.
Sorry for derailing this a bit, but since I can't check the trace myself at the moment, I have to ask: are the textures also transparent with wined3d, or only with dxvk?
I'm asking because I've seen something similar in D&D Dragonshard, only on Nvidia, but with both wined3d and dxvk. I thought it was a driver bug (since it looks fine on Intel at least), but I'd report it if it's something potentially fixable in dxvk.
Only with dxvk (>1067), everything is fine with wined3d.
Is there any update to this depth bias issue? As an Nvidia user this one is a bit frustrating because DXVK actually resolves Nvidia driver bugs with the game (visible here on Nvidia and goes away when you start capturing through NVENC hence the camera capture: https://www.youtube.com/watch?v=d-sJef5M2J8 ).
Was going to open a new issue for FEAR about water shader effects being broken.
D3D9: https://i.imgur.com/xpvXU6e.png
DXVK: https://i.imgur.com/2JKDIQD.png
But then I remembered I was running an older version of DXVK to prevent this ghostly transparent bug I reported ages ago, so I updated the version FEAR was using and nice to see the water is rendering fine now: https://i.imgur.com/9bjIrhe.png
Unfortunately transparency problem is still present :( is there any hope for this one? Or are Nvidia users screwed?
It would be nice to get this fixed since soon Lutris will remove Wine3D support.
Nvm about the Wine3D part but still, any chance of getting this working in DXVK?
Confirming issue is still present.
Additionally, setting PROTON_USE_WINED3D=1 now results in funky looking shadows and dark areas (probably this just happens to be more perceptible in these environments). Can provide screenshots if desired. Basically the colors look as if they are rendered in 16bit despite 32bit being set in-game.
While i was testing something else in this game i tried to check out this issue a bit more.
I have found this to be a regression in dxvk 1.5.1. A more specific bisect will be done later
Edit: i just saw that the faulty commit is already known above. Pardon my brain.
Same issue also happens in Condemned: Criminal Origins. Using PROTON_USE_WINED3D=1 %command% fixes it.
ok, known issue, some progress or workaround?
For workaround you'll have to use wined3d (if on Linux) or dxvk 1.5
For workaround you'll have to use wined3d (if on Linux) or dxvk 1.5
dxvk 1.5 is too old, and fear was affected by the megaissue #1318 out of space, but i will try again with 1.5
Confirming fixed on nvidia with https://github.com/doitsujin/dxvk/pull/3042
both F.E.A.R. and F.E.A.R. 2: Project Origin
I'd still prefer to leave this open until we have a proper solution instead of a workaround.
PROTON_USE_WINED3D=1x1 2022-07PROTON_USE_WINED3D=1`x1 2022-03PROTON_USE_WINED3D=1 %command%x1 2022-07
The player character's body model is ghostly transparent.
Software information
F.E.A.R. max settings. FSAA = off, Soft Shadows = off.
System information
Apitrace file(s)
https://www.mediafire.com/file/dvf2lgnr5lopr57/FEAR.zip/file
Log files