How do the numbers look during the cutscenes if you run it with DXVK_HUD=full %command%
I played the first half hour of the game yesterday and the game seems to compile on average 20-30 graphics pipelines per camera cut. So I strongly suspect this is just shader compilation stutter.
I think this should be re-opened. Another Capcom game behaves the exact same, Dead Rising 2: Off the Record. It would stutter like crazy every time you enter an area or rotate the camera.
So it behaves as if:
Curiously this does NOT happen in Dead Rising 2, only Dead Rising 2: Off the Record. Even though it's 95% the same game. Same areas, same graphics, same models, same textures, etc. Which makes me think they did something unique to the rendering pipeline in DR2:OTR, which carried over to Resident Evil 6. The games can be considered unplayable to many.
@Yasand123 What's your DXVK version, hardware and driver version?
Current set-up:
Notes:
PROTON_USE_WINED3D=1 %command% improves the situation a lot, but comes with its own issues, but they're not related to shaders.I just tried it and it ran pretty smoothly. Can you make a video?
proton experimentalx1 2022-04PROTON_USE_WINED3D=1x1 2025-10DXVK_HUD=fullx1 2022-04PROTON_USE_WINED3D=1 %command%x1 2025-10DXVK_HUD=full %command%x1 2022-04
In-engine cutscenes in RESIDENT EVIL 6 stutter a lot, replaying cutscenes doesn't fix the issue (i thought it was shader compilation stuff but it really does not seems like it)
what it looks like:
https://www.youtube.com/watch?v=cm4og_gee4g
Software information
RESIDENT EVIL 6 (Steam)
System information
Apitrace file(s)
https://drive.google.com/file/d/199v5IcQUmRIpojeHsgiKoOeAG6vouuf-/view?usp=sharing