I didn't look at the commit's code to see how the problem was resolved but it seems whatever was done clearly didn't catch all like the Ryujinx solution does. Dead Rising 2 is also D3D9 and is not UE3. It is not quite a complete solution.
Nothing extracted yet.
This isn't so much a bug but simply a solution to a problem DXVK has that has also recently been found and fixed in the emulator Ryujinx. Here's the PR for this change: https://github.com/Ryujinx/Ryujinx/pull/2832
The same issue is present with DXVK in at least one game, Dead Rising 2. Here is a screenshot of the issue: https://i.imgur.com/yHTc9Fv.png
You'll notice that it's the exact same issue as visible in the emulator progress report, both being triggered by applying anisotropic filtering to all samplers in the scene, even those that it should not be applied to.
The emulator developers created a simple trick to ensure anisotropic filtering is not applied to these types of shaders and post process effects by only applying it to 2D textures with mipmap levels, and that are set to be filtered with bilinear or trilinear texture filtering. Implementing this same type of fix into DXVK would allow us to set all games to a proper 16x AF level globally without any flaws, exactly the same as it's done through the GPU driver for older APIs like DX8-12 and OpenGL.