Putting this here so it doesnt get lost:
The game stalls on a D3DPOOL_DEFAULT + D3DUSAGE_DYNAMIC vertex buffer that it locks like once per frame. DXVK chooses the direct mapping mode, so it has to wait for the previous frame.
I don't know if this issue got fixed on master or mitigated somehow, but i can't reproduce this behavior in game anymore (i didn't try to reproduce it with the trace yet).
I'll play a bit longer tonight, but so far so good.
proton 6.3-7x1 2021-11proton experimentalx1 2021-06
Software information
Resident Evil 0 (steam AppID 339340).
When switching to some scenes, framerate is cut by half with terrible frame spikes.
Video demonstrating the issue: https://drive.google.com/file/d/1B2bNTYVpMZlbLcmAXbfLJNmwV6Gkaf1J
I can reproduce this issue as well on windows with DXVK.
Wine3D works fine, however.
System information
Apitrace file(s)
Log files