protonscr

Kingdoms of Amalur: Re-Reckoning blurred

dxvkclosed d3d11not a bug
doitsujin/dxvk#5515 · opened 2026-02-18 by vertigo-red · updated 2026-07-29 · 8 comments · github
Vvertigo-red 2026-02-18 github

Software information

Kingdoms of Amalur: Re-Reckoning
Image
Image

System information

  • GPU: Nvidia Geforce MX250
  • Driver: 582.28
  • Wine version: Latest
  • DXVK version: Latest

Apitrace file(s)

Will do on Linux if necessary.

Log files

Kingdoms of Amalur_ Re-Reckoning.log
koa_d3d11.log
koa_dxgi.log

Problem is game renders poorly with dxvk no matter which settings I touch in game. Not sure where to dig in dxvk.conf tho. I need confirmation game client's fault (well, 99% sure it is). Or any advice with dxvk.conf. Directx renders fine. Game looks like it has no antialiasing with dxvk. Not using supersampling because it degrades performance greatly for me no matter API. Tried windows and wine - result same. With windows I confirmed happens due to dxvk use.
DXVK:
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Directx:
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Ddoitsujin maintainer 2026-02-18 github

Do you have any Nvidia control panel options set for the game or something? Those only apply to D3D, not Vulkan.

Either way, gonna need a trace to even look at anything here. We don't just randomly blur stuff for fun, but I don't really see what kind of bug could lead to that either.

Vvertigo-red 2026-02-18 github

Do you have any Nvidia control panel options set for the game or something? Those only apply to D3D, not Vulkan.

Either way, gonna need a trace to even look at anything here. We don't just randomly blur stuff for fun, but I don't really see what kind of bug could lead to that either.

Default nvidia profile in control panel.
Trace: https://mega.nz/file/dFoGFRaK#9jiBSr8IF6uGlMcXmZpqaeM6APcgYp0_ZyYRCSodA10

Jjrugia 2026-02-20 github

If you turn off FXAA does it still remain blurry?

Vvertigo-red 2026-02-20 github

@jrugia if I didn't that in a first place I wouldn't start messing with dxvk.conf. Only solution was supersampling which degraded performance because of technology itself.

Ddoitsujin maintainer 2026-02-20 github

Based on the apitrace, DXVK's output matches that of native D3D exactly on my machine. I don't know why it's blurry for you and I don't know why your D3D screenshot looks oversharpened either, it doesn't really match either of those here.

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Either way, everything about this screams setup issue in some way.

Vvertigo-red 2026-07-23 github

@doitsujin
Windows 11 screenshot:
Image

Follow-up: root cause found, and it's indeed not a DXVK bug.

The game has a low-spec detection: if it decides total video memory is below 1.5 GB, it silently drops all internal render targets to 1280x720 while keeping the 1920x1080 swapchain, then upscales. That's the "blur". The game's own log (Kingdoms of Amalur_ Re-Reckoning.log) shows it directly:

Detected low-spec machine via Video Memory amount lower than 1.5 GB in total.
Creating Rendertarget SceneColor0 (1280x720)

With native D3D11 on the same MX250 (2 GB) the detection does not trigger and all render targets are created at 1920x1080. With DXVK it triggers every time. So the game evaluates memory reported by DXVK (adapter desc and/or QueryVideoMemoryInfo budget, which on my card fluctuates around 1.6 GB) differently than what the Windows driver reports, and lands below its 1.5 GB threshold. This also explains why the apitrace replayed identically on your machine - with more VRAM the low-spec path is never taken, so the trace itself contains full-res rendering.

Verified both directions:

  • DXVK forced onto the Intel iGPU (2x3 GB heaps): no low-spec, render targets at 1920x1080, image is sharp.
  • DXVK on MX250 with a patched dxgi.dll that reports DedicatedVideoMemory / SharedSystemMemory and QueryVideoMemoryInfo Budget as at least 3 GiB: no low-spec, 1920x1080 targets, image matches native D3D11.

dxgi.maxDeviceMemory / maxSharedMemory can't help here since they only clamp downwards.

Maybe worth considering an option like dxgi.minDeviceMemory for games with this kind of VRAM heuristic, but either way the issue itself can stay closed - game-side behavior, workaround exists. Leaving this here for anyone else hitting blurry rendering in this game on low-VRAM GPUs (MX150/MX250 and similar).

My PR with workaround: https://github.com/vertigo-red/dxvk/commit/e89a97a8619368f736ccfc22c92d151d5a040b3a

Vvertigo-red 2026-07-23 github

One more thing worth noting for Windows users: there is a second, independent source of blur on this setup. The game does not declare DPI awareness, so with Windows display scaling above 100% the DXVK swapchain gets created at the logical resolution (in my case 1536x864 with 125% scaling instead of 1920x1080) and Windows stretches it to fullscreen. Fix: koa.exe -> Properties -> Compatibility -> Change high DPI settings -> enable "Override high DPI scaling behavior", set to "Application". After that the swapchain is created at the native 1920x1080. Both issues stack, so on a scaled display you need the DPI override and memory above the low-spec threshold to get a sharp image.

Jjrugia 2026-07-29 github

@vertigo-red Thanks for the followup. Weird technical choice on the devs' part. What I'm curious about is how dxvk detects your card memory budget at 1.6gb~. My only guess is that other apps/desktop are using the rest? If you run the game on Linux with a bare bones openbox desktop does it still trigger the issue?

Although this is a very niche case, I think it's worth implementing in main dxvk (without affecting other games).

DLLs