protonscr

Turok Video elements with issues. Pixel bleeding-like effects.

dxvkclosed appid 2008d3d9
doitsujin/dxvk#5080 · opened 2025-07-09 by TiagoRocha1989 · updated 2025-07-16 · 10 comments · github · game page · search this game
TTiagoRocha1989 2025-07-09 github

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=1 and 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:

  Host: nobara-pc Kernel: 6.15.5-200.nobara.fc42.x86_64 arch: x86_64 bits: 64
    compiler: gcc v: 15.1.1
  Desktop: KDE Plasma v: 6.4.2 tk: Qt v: N/A wm: kwin_wayland dm: SDDM
    Distro: Nobara Linux 42 (KDE Plasma Desktop Edition) base: Fedora 42
Machine:
  Type: Desktop Mobo: Micro-Star model: MAG B550 TOMAHAWK (MS-7C91) v: 2.0
    serial: <superuser required> UEFI: American Megatrends LLC. v: A.H0
    date: 07/23/2024
Graphics:
  Device-1: Advanced Micro Devices [AMD/ATI] Navi 22 [Radeon RX 6700/6700
    XT/6750 XT / 6800M/6850M XT] vendor: Sapphire driver: amdgpu v: kernel
    arch: RDNA-2 pcie: speed: 16 GT/s lanes: 16 ports: active: HDMI-A-1
    empty: DP-1, DP-2, DP-3, Writeback-1 bus-ID: 2d:00.0 chip-ID: 1002:73df
  Display: wayland server: Xwayland v: 24.1.6 compositor: kwin_wayland
    driver: gpu: amdgpu display-ID: 0
  Monitor-1: HDMI-A-1 model: LG (GoldStar) ULTRAGEAR res: 1920x1080 hz: 144
    dpi: 93 diag: 604mm (23.8")
  API: EGL v: 1.5 platforms: device: 0 drv: radeonsi device: 1 drv: swrast
    gbm: drv: kms_swrast surfaceless: drv: radeonsi wayland: drv: radeonsi x11:
    drv: radeonsi
  API: OpenGL v: 4.6 compat-v: 4.5 vendor: amd mesa v: 25.1.5 glx-v: 1.4
    direct-render: yes renderer: AMD Radeon RX 6700 XT (radeonsi navi22 LLVM
    20.1.6 DRM 3.63 6.15.5-200.nobara.fc42.x86_64) device-ID: 1002:73df
    display-ID: :0.0
  API: Vulkan v: 1.4.313 surfaces: N/A device: 0 type: discrete-gpu
    driver: mesa radv device-ID: 1002:73df device: 1 type: cpu
    driver: mesa llvmpipe device-ID: 10005:0000
  Info: Tools: api: clinfo, eglinfo, glxinfo, vulkaninfo
    de: kscreen-console,kscreen-doctor wl: wayland-info x11: xdriinfo,
    xdpyinfo, xprop, xrandr

Apitrace file(s)

  • Put a link here

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:

  • When using Proton, set the Steam launch options for your game to PROTON_LOG=1 %command% and attach the corresponding steam-xxxxx.log file in your home directory.
  • When using regular Wine, use wine game.exe > game.log 2>&1 and attach the resulting game.log file.
BBlisto91 2025-07-09 github

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.

TTiagoRocha1989 2025-07-09 github

game.log
Thank you for replying.
Would this work as a Wine log?

Ddoitsujin maintainer 2025-07-10 github

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?

TTiagoRocha1989 2025-07-10 github

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:

https://imgur.com/a/Sa9kcZG

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.

BBlisto91 2025-07-10 github

I have ordered a copy of the game. Will give a poke when it has arrived

TTiagoRocha1989 2025-07-10 github

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.

Ddoitsujin maintainer 2025-07-10 github

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...

TTiagoRocha1989 2025-07-10 github

If you need the game files, let me know.

BBlisto91 2025-07-16 github

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

WWinterSnowfall 2025-07-16 github

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.

Launch options