protonscr

Guild Wars 2 grid like artifacts / lines on some textures

dxvkclosed game bug
doitsujin/dxvk#5610 · opened 2026-05-02 by lydkowski · updated 2026-05-28 · 5 comments · github
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Llydkowski 2026-05-02 github

The Issue

Guild Wars 2 shows visible grid-like line artifacts on some textures when running through DXVK on AMD RADV. The issue is visible on terrain/building textures and is reproducible in the same locations. For example: Lornar's Pass, Durmand Priory waypoint

Image

The artifacts disappear when forcing WineD3D with this launch option on Steam:
PROTON_USE_WINED3D=1 %command%

RADV_DEBUG=nohiz,nodcc does not change anything, no launch option changes anything

The issue persists across multiple Proton versions.

Software information

Guild Wars 2, issue persists with any settings.

System information

  • GPU: AMD Radeon RX 9070 XT
  • Driver: Mesa 26.0.5, Mesa Git 26.1.0-9 (Tried both)
  • Proton version: I tried Proton Experimental, Proton Hotfix, Proton GE10-34, Proton CachyOs 11, Older proton versions etc.
  • DXVK version: DXVK version: v2.7.1-569-gbcbc563af48ea11

Files:

Proton Log:
steam-1284210.log

Ddoitsujin maintainer 2026-05-02 github

We've had a report like this before, IIRC this is working as intended (as in, matching Windows behaviour on AMD) and wined3d is technically buggy here even if it looks more correct.

The game hasn't exactly been free of rendering issues ever since it moved from D3D9 to D3D11.

Llydkowski 2026-05-02 github

So theoretically It's working as expected, this is how it should look on Windows too. Sad to hear honestly, I thought there is something I can do with it

Ddoitsujin maintainer 2026-05-02 github

You can probably throw radv_disable_trunc_coord=false at it (as an environment variable), but that's probably going to break some other things in the game and it will definitely break other games.

LLingMan 2026-05-02 github

This happens in Core Tyria and possibly other old parts of the game which were originally created when Guild Wars 2 used D3D9. These maps still expect D3D9 rendering to this day despite the game now using D3D11.

Setting radv_disable_trunc_coord=false does fix it, however since the newer parts like Castora were created with D3D11 rules in mind, chances are - as doitsujin said - that it'll break rendering in some way there.

Llydkowski 2026-05-02 github

Thanks, I'll try putting radv_disable_trunc_coord=false in launch options. I'll keep in mind it may break other stuff, so If it does I'll just remove it

Proton versions

Launch options

Launch lines