protonscr

d3d11: Chained Echoes: broken / flickering shadows

dxvkopen d3d11intel anvneeds apitrace
doitsujin/dxvk#5306 · opened 2025-11-03 by the-burrito-triangle · updated 2026-02-18 · 11 comments · github
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Tthe-burrito-triangle 2025-11-03 github

When using DXVK 2.7.1 with the GOG version of Chained Echos, the shadows are broken and flicker while moving around. When using WineD3D they render correctly.

DXVK:

Image Image

WineD3D:

Image Image

Software information

GOG version of Chained Echos

System information

  • GPU: Iris Xe GT2 iGPU (Intel 1165G7 TigerLake-LP SoC)
  • Driver: Mesa 25.2.6
  • Wine version: 10.17
  • DXVK version: 2.7.1
Tthe-burrito-triangle 2025-11-03 github

Just tested with the dxvk-master-e9ad90562cf4f785f33038bd27bc8c58f5222008 Github Actions artifact and the shadows are still broken.

BBlisto91 2025-11-03 github

Hi there and thank you for the issue.
If able then try to get a apitrace of the game. Also attach log output.

Ddoitsujin maintainer 2025-11-03 github

Not seeing any issues when running the game locally, probably an Intel driver issue.

(or missing information on how to actually reproduce the problem)

Tthe-burrito-triangle 2025-11-03 github

@doitsujin, yeah it's probably an Intel issue... I'll try getting the logs that @Blisto91 requested, but other than using Mesa 25.2.6, Wine 10.17 and opening the game with overrides for d3d dll needed for DXVK, everything is set at their defaults. I don't have any weird / exotic setup going on here.

Should I open an issue with Mesa?

Tthe-burrito-triangle 2025-11-03 github

Update: I just tried playing with MESA_LOADER_DRIVER_OVERRIDE=zink with WineD3D, to test anv instead of iris and the game plays fine...

I don't think this is an Intel driver issue.

WineD3D with MESA_LOADER_DRIVER_OVERRIDE=zink:

Image
Tthe-burrito-triangle 2025-11-03 github

I'll try updating to Wine 10.18 and see if that helps.

Ddoitsujin maintainer 2025-11-03 github

Updating wine isn't going to do anything. Keep in mind that running wined3d through zink isn't equivalent to running dxvk from a driver point of view (nevermind the fact that wined3d also has a Vulkan backend now that can be used with WINE_D3D_CONFIG="renderer=vulkan").

If this is somehow supposed to be an actual DXVK bug then I need instructions on what exactly to do in game and which settings / resolution to use in order to reproduce the issue. Just by running around on the ship after starting a new game doesn't trigger it here at least.

Tthe-burrito-triangle 2025-11-03 github

Okay. Using GALLIUM_HUD=fps shows that I'm using iris with WineD3D, so I don't think I'm using the Vulkan backend. My display is 3840x2160 / 60 Hz. All that is needed to trigger this issue for me is to launch the game and, without changing any in-game settings, start a new game and immediately the screen flickers from the shadowed areas seeming to work right and then going black. Sometimes I need to move the character for it to happen, but other times it flickers immediately upon starting a new game. I'll try getting an apitrace (I'll need to read up on how to do that first). I've attached the terminal output, if that helps.

terminal_log.txt

Tthe-burrito-triangle 2025-11-03 github

I'm having trouble getting the apitrace. The game immediately crashes after copying the d3d11, dxgi and dxgitrace DLLs from the apitrace-13.0-win64.7z into the game directory. I double checked that the game executable was 64bit with file ./"Chained Echoes.exe".

Attached is the Wine Debugger log.

crash_wine_debug.txt

crash_terminal_log.txt

Edit: I also tried launching apitrace.exe with wine apitrace.exe trace -a dxgi "Z:\mnt\ramdisk\chained_echoes\Chained Echoes.exe" but the game still crashes. I' not sure how to proceed here.

Kkevinwidjaja21 2026-02-18 github

I manage to get the apitraces for the game. One for the beginning of the game and the other in the middle of the later chapter. https://drive.google.com/file/d/1wMKa9NWXikZbySSljcNtjuWoB2SK-yIv/view?usp=sharing

Tthe-burrito-triangle 2026-02-18 github

Thank you! After testing more games, I now believe that this is more of an issue with ANV and not DXVK.

EDIT: I just retested on both 2.7.1 stable and the latest github actions master build and this no longer happens in the latest Chained Echoes release from GOGs. I am using CachyOS with mesa-git, so it seems this is fixed for D3D11 titles. However, I do still get random black flickering textures with D3D8 games like Unreal II or with D7VK and D3D6/7 games but setting d3d9.ffUbershaderVS = False fixes that for me. The random black textures doesn't happen with my AMD RX 7600, only on the Intel iGPU. So clearly an ANV bug.