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.
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
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.
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.
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 experimentalx1 2026-05proton hotfixx1 2026-05PROTON_USE_WINED3D=1x1 2026-05RADV_DEBUG=nohiz,nodccx1 2026-05PROTON_USE_WINED3D=1 %command%x1 2026-05
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
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
Files:
Proton Log:
steam-1284210.log