Hi there and thank you for the report.
Are you able to get a apitrace of the issue? Also a Wine or Proton log would be good.
So uh, what's the issue exactly? Not sure what I'm looking at with those screenshots.
Also kinda confused by this:
Pre-rendered cutscenes are not affected, so I assume the issue is with video files.
Pre-rendered cutscenes are usually video files though, hence pre-rendered?
Hi there,
The issue is with video files, I believe. Because the intro logos, such as Unreal Engine and studio's logo, are also affected.
The main menu, could perhaps have something like a gif? Here's the comparison:
One is bugged, with pixels bleeding. The other, is fixed.
I'm not savvy on Proton/Wine. I had that weird visual bug on video cutscenes. So I went on Nobara's discord and a couple of users managed to help me by advising me to use PROTON_USE_WINED3D=1 in Environment variables.
That fixed the issue.
I was also advised to open a report here on Github, to maybe help figure out the cause of it.
Sorry for the trouble, I'm new at this.
I have ordered a copy of the game. Will give a poke when it has arrived
I recorded 2 videos, one where the buggy version is seen:
https://drive.google.com/file/d/1Y4pVm2onEiAXdJ1VNQp3ztkj2eo3QYCm/view?usp=drive_link
And the fixed version:
https://drive.google.com/file/d/1ljdXE7lrADX1qCIz0k9hLd1-Hs1CdJuD/view?usp=drive_link
(Videos are in .mkv)
The original video cutscene itself is a bit low resolution, because it's probably 720p, as typical from its era.
But you can clearly see that weird pixel bleeding effect.
Thanks in advance for all your work.
This looks like decoding artifacts more than anything, and dxvk isn't involved in that process. Not sure why this would work on wined3d but not our implementation...
If you need the game files, let me know.
Issue is baked in to the apitrace so made one with dxvk and one with native d3d9 (nvidia)
https://drive.proton.me/urls/EN59NJATXM#2iXsNbdlbzI5
To document my findings in case I'm hit by amnesia: the game apparently relies on lock calls with Flags = D3DLOCK_READONLY | D3DLOCK_DISCARD | D3DLOCK_DONOTWAIT working (and apparently they do work in the native trace). We currently have a restriction on D3DLOCK_READONLY | D3DLOCK_DISCARD which, I guess, is a bit too generic. I'll look into fixing it.
PROTON_USE_WINED3D=1`x2 2025-07PROTON_LOG=1x1 2025-07
I installed Turok (2008) through Lutris. Added nVidia PhysX Legacy as a winetrick, and the game runs perfectly fine, except the non-pre rendered cutscenes, as well as any other video element. The same goes for the Main Menu, and intro logo for Unreal Engine and such.
Pre-rendered cutscenes are not affected, so I assume the issue is with video files.
Here are some pictures: https://imgur.com/a/B29oQd1
I had Lutris using Proton GE 9-26, but I also tried the latest Cachy Proton. (10.0-20250702). On Discord, someone advised me to use
PROTON_USE_WINED3D=1and that fixed the issue. Cutscenes now run as expected, without the pixel bleeding effect.Gameplay performance was never affected, and remains perfectly smooth.
Software information
Turok (2008)
x64 only game. DX9.
Settings tested on low and high.
I installed nVidia PhysX Legacy as a winetrick.
System information
System:
Apitrace file(s)
For instructions on how to use apitrace, see: https://github.com/doitsujin/dxvk/wiki/Using-Apitrace
Log files
Please attach Proton or Wine logs as a text file:
PROTON_LOG=1 %command%and attach the correspondingsteam-xxxxx.logfile in your home directory.wine game.exe > game.log 2>&1and attach the resultinggame.logfile.