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.
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.
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.
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?
Please try setting the environment variable
DXVK_CONFIGtodxgi.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
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.
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.
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.
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.
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.
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.
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.
After some more testing, adding dxgi.hideNvidiaGpu=True and dxgi.customVendorId=8086 worked! Thank you everyone so much!
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.
DXVK_CONFIGx2 2025-06DXVK_HUD=devinfo,fps,version,api,gpuload`x1 2025-06d3d12.dllx1 2025-06
Software information
Infinity Nikki 1.6
System information
Apitrace file(s)
Log files
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.
WINED3D - Castle and floor renders, but weird black planes for faces.