protonscr

Infinity Nikki - Missing Walls and Floor Textures

dxvkclosed d3d11probably not our bug
doitsujin/dxvk#5029 · opened 2025-06-18 by tfuryan · updated 2025-06-21 · 13 comments · github
Ttfuryan 2025-06-18 github

Software information

Infinity Nikki 1.6

  • had to regedit AeDebug to workaround ACE (Anti-Cheat Expert)

System information

  • GPU: NVIDIA GeForce RTX 4090
  • Driver: 570.153.02
  • Wine version: wine-staging-tkg-10.10-amd64
  • DXVK version: DXVK 2.6.2

Apitrace file(s)

  • Unable to obtain apitrace since ACE detected the dlls

Log files

  • Partial log files that also set off ACE after trying to launch the main application from the launcher. I can only get the main game to run if I turn off outputting debugging.
  • infinity-nikki.log

Missing/Invisible Textures

Wall and floor textures and assets are missing or invisible. I get different behavior between DXVK and WINED3D.
Another user reported that they do not have this issue on their AMD gpu.

DXVK - People render fine, but castle and floor textures are not visible.

Image

WINED3D - Castle and floor renders, but weird black planes for faces.

Image

Ddoitsujin maintainer 2025-06-18 github

Is there any way to make this actionable? If the anti-cheat blocks Linux by default and probably also prevents any and all debug tools from running, there's nothing we can really do here.

Would also be important to have proof that Windows Dx11 actually works, given that this game seems to only officially support Dx12.

Ddoitsujin maintainer 2025-06-18 github

Another thing to check would be whether disabling nvapi does anything (or doing a vendor override to Intel or something), given that this is UE5 it might be trying to use vendor extensions for Nanite that we don't support. I don't see any logical reason why we would ever have worse compatibility than wined3d here.

Ttfuryan 2025-06-18 github

Would also be important to have proof that Windows Dx11 actually works, given that this game seems to only officially support Dx12.

I did enable DXVK_HUD=devinfo,fps,version,api,gpuload and it says D3D11 and FL11_1 in the overlay. I'm not sure if that is proof enough.

Another thing to check would be whether disabling nvapi does anything

This is my setting in Lutris with DXVK-NVAPI not enabled, but not sure if that is what you mean. The game gets past the launcher if I enable DXVK-NVAPI, but once it launches the main game, it freezes after the initial start up movie.

Image

Ddoitsujin maintainer 2025-06-18 github

ok if Lutris is involved here rather than Proton then we're probably already spoofing vendor ID to AMD, but they have their own shader extensions that we don't (and won't).

Please try setting the environment variable DXVK_CONFIG to dxgi.customVendorId=8086.

I'm not sure if that is proof enough.

What I meant is: Does the game even run with D3D11 (rather than 12) on Windows?

Ttfuryan 2025-06-18 github

Please try setting the environment variable DXVK_CONFIG to dxgi.customVendorId=8086.

No change in the missing/disappearing textures. I did take a quick video showing that the assets show for a short time before disappearing.

https://github.com/user-attachments/assets/6d7aab89-a108-4f98-9572-0fef241d6fd1

Ddoitsujin maintainer 2025-06-18 github

Yeah I don't know what to do here. We can't debug games that deliberately prevent any debugging.

I'd suggest just enabling dx12 and moving on, I'm still not convinced that this is a real bug and not just some vendor extension nonsense but there's just not much we can do here with an anti-cheat fiesta like this.

Ttfuryan 2025-06-18 github

Thanks for your help. Anti-cheat blocks/crashes the game when I enable VKD3D, so I guess I'll just continue to play on my Steam Deck as it's the only whitelisted device by the anti-cheat for Linux.

I mostly thought to raise the issue since another player did not experience the issues on their AMD graphics, but I get not having any debugging necessarily makes this hard to investigate.

Mmkrsym1 2025-06-19 github

IIRC this issue also occurs on Windows, as far as I understand, you can somehow piss off the game's asset manager and it will start aggressively unloading everything it can. May have something to do with the amount of VRAM you have (although considering 4090, unlikely).

Blocking logs is a new one. You're probably running it wrong somehow. Even if you assume that's the case, you should still be able to get logs from stderr, or by changing the DXVK log path with an envvar.

Edit: blocking VKD3D is also a new one, you're probably using it wrong somehow too.

Ttfuryan 2025-06-19 github

I tried to enable logging again, and it seems to have been able to get to the main game, so here are the new logs.

infinity-nikki-20250619.log

Here are also my environmental variables. I'm still not getting a log file generated directly, the logs I attached are from the lutris console logs.

Image

BBlisto91 2025-06-19 github

Imo i am having trouble seeing a world where the d3d11 renderer in this game is supported.
The only way i could figure out how to start it in d3d11 mode on Windows was to delete my system d3d12.dll (don't try this at home). But when i do that game will crash or freeze when loading in to the world both with amd's and nvidia's d3d11 driver.

I could reproduce the issue on my Deck when i modified the Proton script to disable vkd3d-proton only, but i have a feeling this is just the games renderer being buggy. So it either has to be vkd3d-proton one play with or this buggy mess.

Mmkrsym1 2025-06-19 github

This game is indeed kind of infamous for it's very buggy renderer (specifically for things disappearing, although usually not all of them). Would be really surprised if anything could be done about it DXVK side.

Ttfuryan 2025-06-21 github

After some more testing, adding dxgi.hideNvidiaGpu=True and dxgi.customVendorId=8086 worked! Thank you everyone so much!

Image

Ddoitsujin maintainer 2025-06-21 github

Given that the game defaults to D3D12 and any sort of vendor override would potentially (negatively) impact the D3D12 version as well, we won't add an app profile here, but good to know that it is indeed vendor memes.

Launch options

DLLs