protonscr

FNV Transparency/Alpha issues

dxvkclosed d3d9windows
doitsujin/dxvk#5237 · opened 2025-09-29 by perry42099 · updated 2025-09-30 · 15 comments · github
Pperry42099 2025-09-29 github

With DXVK enabled, depending on the angle of view, some objects will turn black and transparent, some decals will also turn transparent based on perspective

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Software information

Fallout New Vegas, Max Settings, 1080p

System information

  • GPU: RTX 2060
  • Driver: 581.29
  • Wine version: n/a
  • DXVK version: 2.6.1

Apitrace file(s)

FalloutNV.trace

Not using Wine/Proton, on Win11

BBlisto91 2025-09-29 github

Hi there. Please try with the latest version of dxvk, which right now is 2.7.1.

Ddoitsujin maintainer 2025-09-29 github

Unable to replicate with Apitrace

That's entirely expected...

Pperry42099 2025-09-29 github

Hi there. Please try with the latest version of dxvk, which right now is 2.7.1.

have attempted to do so but issue seems to persist

Pperry42099 2025-09-29 github

Unable to replicate with Apitrace

That's entirely expected...

apologies, it was my understanding that I had to reproduce the issue

have tried a few different versions now but haven't found much success

BBlisto91 2025-09-29 github

The apitrace dlls stand in place of dxvk on Windows (by default) so you wont see any dxvk issues with it. But if you trace where it usually happen we can replay it with dxvk locally.

Pperry42099 2025-09-29 github

The apitrace dlls stand in place of dxvk on Windows (by default) so you wont see any dxvk issues with it. But if you trace where it usually happen we can replay it with dxvk locally.

oh I see, thanks for clarifying, in the process of uploading the apitrace now

Pperry42099 2025-09-29 github

The apitrace dlls stand in place of dxvk on Windows (by default) so you wont see any dxvk issues with it. But if you trace where it usually happen we can replay it with dxvk locally.

oh I see, thanks for clarifying, in the process of uploading the apitrace now

FalloutNV.trace

BBlisto91 2025-09-29 github

I've edited the Windows apitrace guide a bit to clarify this part a bit more.

It seems like we aren't able to reproduce the issue with the trace sadly.
Does it happen with a vanilla version of the game without any mods? If you could share the save game from the images above that would be great for easier attempt at reproduction.

Pperry42099 2025-09-29 github

thank you for attempting to replicate

save: https://drive.google.com/file/d/1szsE4y-DH7QxbbvfcdyDkAMeerjRLE30/view?usp=drive_link

i installed a fresh copy of the game and this issue does not appear to be present, so perhaps something in my load order, I did try a fair amount of toggling and disabling mods, but only noticed a difference after removing dxvk

load order: https://pastebin.com/FwZrtzf0
I also use some mods like NVTF, NVHR, PFTP and Fog based occlusion culling, but disabling these did not seem to produce any difference

Pperry42099 2025-09-29 github

after some further digging into my load order, it looks to be an issue on my end - something is conflicting with DXVK, have yet to figure out what though, but of course that's not inherently a DXVK issue I suppose, so do feel free to close this if you have no want to investigate

however if you're able to hazard a guess as to the culprit mod that would be great, apologies for any wasted manpower

WWinterSnowfall 2025-09-29 github

I'll just leave this here for future reference, whatever mod it is, it's apparently shooting d3d9 queries that look like:

21558615 @0 IDirect3DDevice9::CreateQuery(this = 0x62704c40, Type = 22, ppQuery = &0x73f03860) = D3D_OK

They appear to be processed in the trace, however query type 22 doesn't actually exist. Not sure if this is the reason for the artifacting, but if it is, this means one of the mods will never work correctly with dxvk, because it relies on loading a custom d3d9.dll.

Pperry42099 2025-09-29 github

I'll just leave this here for future reference, whatever mod it is, it's apparently shooting d3d9 queries that look like:

21558615 @0 IDirect3DDevice9::CreateQuery(this = 0x62704c40, Type = 22, ppQuery = &0x73f03860) = D3D_OK

They appear to be processed in the trace, however query type 22 doesn't actually exist. Not sure if this is the reason for the artifacting, but if it is, this means one of the mods will never work correctly with dxvk, because it relies on loading a custom d3d9.dll.

thanks very much, after some looking into this it seems like culprit was Depth Resolve, will just close this out, thanks very much folks

BBlisto91 2025-09-29 github

Should it reproduce just by using that mod along with its requirements? Because i have not been able to reproduce so far.
Note i am not using a mod loader besides what NVSE does

Pperry42099 2025-09-29 github

Should it reproduce just by using that mod along with its requirements? Because i have not been able to reproduce so far. Note i am not using a mod loader besides what NVSE does

I believe I was using an outdated version of the mod, looks like the latest patch resolves the issue I'm facing here

BBlisto91 2025-09-30 github

Still don't seem to be reproducing with the version 1.0.0 of the mod. Checking the trashcan in the screenshots

DLLs