Just to clarify about HDR: I don't have HDR enabled in-game for these tests, and it doesn't look like DXVK created a HDR swapchain.
Thanks for bisect and trace. I can reproduce locally, but it looks like the game is too heavy to actually be properly debuggable on my machine with 32 gigs of RAM.
Gonna see if I can figure it out based on the commit changes, but there's a chance I might need a trace with lower settings (at least textures, shadows and resolution, i.e. things that significantly affect VRAM usage in game, everything else doesn't really matter as long as the issue still happens) and perhaps DXVK_CONFIG="dxgi.maxDeviceMemory = 6144;dxvk.maxMemoryBudget=6144".
Sounds good, it's currently late in my TZ, so I'll re-run tomorrow, if you don't end up finding anything obvious, with settings and resolution on min just to try and keep the trace lightweight. I think the engine also supports a framerate limit which might help once those settings are lowered.
Should be fixed with the commit above.
I can confirm that the issue is fixed with c337a344a89becb9980eeef10ca42795dc6b94ec.
DXVK_CONFIG="dxgi.maxDeviceMemory = 6144;dxvk.maxMemoryBudget=6144"x1 2025-12DXVK_HDR=1`,x1 2025-12
When using DX11 in Star Citizen with DXVK built on or after
d7b215d43f8f3702ca94f9c6cb00e4d189e82aba, all planets now emit a blinding light.How it looks on the previous commit (

9e94454fc43669b3e8b48a1f67d3649d97c21532):How it looks from
d7b215d43f8f3702ca94f9c6cb00e4d189e82abaonwards:Software information
Star Citizen (DX11, both old [4.4] and new [4.5 PTU] renderer)
I am launching with
DXVK_HDR=1, as well as HDR enabled on my desktop (Plasma Wayland6.5.4).System information
26.0.0_devel.216045wine-11.0rc2.r0d7b215d43f8f3702ca94f9c6cb00e4d189e82abaApitrace file(s)
https://drive.google.com/file/d/12ntP_3M2W8kIC3V88Cu4f8QGJlAj9-6D/view?usp=sharing
Log files
sc-launch.log