I've had a bit of a think and it's basically impossible to fix this properly. I'm aware of the issue and whenever I run into it I usually hack in a static DxvkDevice, which is also not a correct fix, but the code base is full of assumptions that Vulkan objects accessible via DXGI and D3D11 come from the same underlying instance.
This is fundamentally unfixable at this point unless we somehow manage to rip out Vulkan usage out of DXGI entirely.
DXVK_REUSE_VKINSTANCE=0`x1 2025-05
Renderdoc supports multiple
VkInstances per application, but not multipleVkDevices perVkInstance.This causes an issue where games that create multiple D3D Devices cannot be debugged using renderdoc in DXVK, which can be circumvented by creating a new VkInstance for each device.
Perhaps this could be toggled by a
DXVK_REUSE_VKINSTANCE=0environment variable.For example, the following modification solves the issue for me in d3d11, but it is obviously not the correct fix.