protonscr

Wizard of Legend 2 lighting issue

dxvkclosed d3d11not our bug
doitsujin/dxvk#5479 · opened 2026-01-28 by ApenasOLinco · updated 2026-02-01 · 11 comments · github
AApenasOLinco 2026-01-28 github

When in certain parts of the map, the lights seem to not work properly (video below)

https://github.com/user-attachments/assets/706841b2-b2f4-4ef6-9b2c-efba17802d1a

Software information

Name of the game: Wizard of Legend 2
Settings used: any, low or high.
No mods, no addons.

System information

  • GPU: AMD Radeon Graphics (Integrated)
  • Driver: radv
  • Wine version: Ubuntu 10.0~repack-6ubuntu1
  • DXVK version: v2.7.1

Apitrace file(s)

Following the instructions from here, it seems the tracing doesn't work (the .trace file isn't generated). 64-bit binary game file, all the DLLs are in the same folder as the game's .exe, tried both launching the game alone using wine and via the apitrace's executable binary (wine ./apitrace.exe trace path-to-games-exe), none of them seemed to generate the .trace file...

Log files

game.log

KK0bin maintainer 2026-01-28 github

When in certain parts of the map, the lights

What about those lights? Which parts of the map? Do you need to do anything to make the lights do whatever is wrong with them?

This is missing pretty much all information:

  • A decent description of the issue
  • A screenshot
  • System information
  • Apitrace file
  • Log files
AApenasOLinco 2026-01-28 github

I'm sorry, i accidentally sent the issue while i was still editing it

AApenasOLinco 2026-01-28 github

I am currently editing the needed information

AApenasOLinco 2026-01-28 github

Done

KK0bin maintainer 2026-01-28 github

Thanks, looks like a well made issue now.

I have just one more question: Given that apitrace didn't work with the game, can you give us some advice on what we need to do in the game to find a spot where this happens? Ideally something that doesn't take a long time and makes it happen every time.

KK0bin maintainer 2026-01-28 github
info:  Effective configuration:
info:    dxvk.d3d11.constantBufferRangeCheck = false
info:    dxvk.gplAsyncThreads = 4
info:    dxvk.gplAsyncCompile = true
info:    dxvk.enableAsync = true
info:    dxvk.hud = 1

dxvk.d3d11.constantBufferRangeCheck = false

That option used to be called d3d11.constantBufferRangeCheck, so without the dxvk prefix and the option hasn't existed since like 2020.

info: dxvk.gplAsyncThreads = 4
info: dxvk.gplAsyncCompile = true
info: dxvk.enableAsync = true

Don't use DXVK forks and report issues here. Async can cause visual issues like that.
Try a proper DXVK build.

AApenasOLinco 2026-01-29 github

I have just one more question: Given that apitrace didn't work with the game, can you give us some advice on what we need to do in the game to find a spot where this happens? Ideally something that doesn't take a long time and makes it happen every time.

The game will put you in a tutorial first. After going through the basics (2 minutes or so, and you can skip dialogs by holding space), you will go through a portal to your first run. Whenever you die in this run, you will be teleported to the lobby, pretty much every place there will be like the video or similar, no additional setup required.

Don't use DXVK forks and report issues here. Async can cause visual issues like that.
Try a proper DXVK build.

At first I used a proper build from the releases page, but this issue was there, then I tried to use an auto-installed dxvk from winetricks, the issue unfortunately persists regardless of the build...
I could get the logs from the github releases build if that would help, tho

AApenasOLinco 2026-01-29 github

That option used to be called d3d11.constantBufferRangeCheck, so without the dxvk prefix and the option hasn't existed since like 2020.

I see. These options were a part of an article i read about configuring dxvk. In retrospect, the article looks very much ai generated. I should have paid more attention to that, that's my bad.
Unfortunately, the issue was there before that... And is still there after disabling these options, too.

With that in mind, here's the log with both the GitHub Pages build and all these options removed from the config file, with the issue still persisting:
github_build_no_slop.log

Nnopjmp 2026-01-30 github

The game works with vkd3d-proton. I passed -dx11 flag to game as well as placed the apitrace files next to Zeus/Binaries/Win64/WOL2-Win64-Shipping.exe since it's an Unreal Engine game.

Edit: removed files as the bug is the game itself

KK0bin maintainer 2026-01-30 github

These options were a part of an article i read about configuring dxvk. In retrospect, the article looks very much ai generated

Always lovely to find people writing guides despite not really knowing what they're talking about. I can't really blame you in this case.

Ddoitsujin maintainer 2026-02-01 github

So apparently this just is what the game looks like in D3D11 mode.

Please don't report issues in games that don't actually support D3D11 unless it's actually proven to work properly on Windows, it just wastes everyone's time.

Nothing extracted yet.