Confirmed backend bug, somehow the tracking for the resolved depth buffer isn't working so we discard it before it is read, while simultaneously binding it as a resolve attachment in the same render pass.
I hate all this stupidly over-complicated resolve logic that only exists because of tilers.
Please try https://github.com/doitsujin/dxvk/pull/5669.
Can confirm it's fixed. Thanks.
While updating Depth Resolve mod for Fallout: New Vegas, during testing I've noticed that depth-based fade added by Vanilla Plus Particles does not work on DXVK 2.7.0 and newer.
In previous/current versions of the mod, depth resolve happened twice a frame, during world render (pre/post water draw).
After I added 3rd resolve, which happens during viewmodel pass, particles (rendered before - during world pass!) no longer render their fade, effectively reverting to the vanilla state.
Rarely, under certain angles, particles flicker, briefly showing correct output. Looks similar to renderstate leaks, but after RenderDoc inspections, everything seemed fine.
Depth buffer itself gets resolved correctly into the INTZ texture, as the SSAO shader renders properly (sanity checked with RenderDoc).
I've verified the D3D9 behavior on both Nvidia and Intel drivers. No issues there.
Additionally, my friend checked on Mesa RADV 26.1.0 with DXVK 2.7.1 (Github release), and the effect works correctly on their system.
DXVK 2.6.2 and D3D9 look like this:


DXVK 2.7.0 and newer look like this:
While debugging the issue in RenderDoc, I've noticed that while the vkCmdDrawIndexed of each particle renders properly (with smooth depth-based fade!), the next one (of unrelated geometry) retroactively breaks it and causes "UNDEFINED IMG" in place where particle alpha has been.
I narrowed it down to commit b698114.
Reverting
m_state.depthStencil->GetDepthStencilView(!readOnly);tom_state.depthStencil->GetDepthStencilView(depthWrite);restores proper visuals.Software information
Fallout: New Vegas, modded. Affected mods:
System information
Intel GPU is too old to support 2.7.0+
Apitrace file(s)
It seems that Apitrace does not support Nvidia's formats, as it renders incorrectly (same as the DXVK issue), and throws exceptions during replay.
Log files
Please attach Proton or Wine logs as a text file: