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[D3D9] Aggressive flickering pixel artifacts in Steins;Gate

dxvkclosed d3d9
doitsujin/dxvk#5684 · opened 2026-06-04 by ApatheticSenshi · updated 2026-08-31 · 6 comments · github
AApatheticSenshi 2026-06-04 github

Software information
Game: Steins;Gate (through Bottles)
Engine: Direct3D 9 (d3d9)
Modifications: None / Vanilla

System information

  • GPU: Intel® UHD Graphics 620 / NVIDIA GeForce MX250 (Hybrid/Optimus laptop)
  • Driver: Intel i915/iris Mesa driver + NVIDIA Proprietary Driver
  • Wine version: soda-9.0-1
  • DXVK version: 2.7.1-17-8ee652a9

Log files
Log.txt

Details
playing steins;gate a severe rendering corruption occurs. As shown in the attached video, this presents as small, isolated square patches of pixels aggressively blinking black.

Attached video showing that:

https://github.com/user-attachments/assets/7c8d3cf4-3244-4e2d-9f0a-8a9e6cbff52a

Ddoitsujin maintainer 2026-06-04 github

info: Using FP16.

Can you try current master? We already disabled FP16 usage because it was causing issues in a number of games.

That said, the game is running on the Intel IGP, and anything pre-Xe isn't exactly known for good drivers.

WWinterSnowfall 2026-06-04 github

Looks familiar: https://github.com/doitsujin/dxvk/issues/5486 . I guess ANV still has this issue on pre-Xe hardware (can't reproduce it on Lunar Lake at least).

AApatheticSenshi 2026-06-05 github

Thanks for the reply @doitsujin, I just tried that and tested the latest master branch artifact at commit 03e9438d (confirmed by the log: v2.7.1-649-g03e9438d) on my Intel UHD 620 setup (Mesa 26.0.6).

I also manually forced d3d9.useFloatControls = False from environment variables to completely kill off FP16 (the log confirms Using DXBC-SPIRV! is now active). However, the flickering and black block artifacts are still completely present.

I have attached my log with the master version for your reference.

Log2.txt

AApatheticSenshi 2026-06-05 github

@WinterSnowfall yeah it looks very similar. I just tried "d3d9.ffUbershaderVS = False & d3d9.ffUbershaderPS = False" cuz the user there said this made the issue disappear, but on my side the issue persisted

WWinterSnowfall 2026-06-05 github

I just tried "d3d9.ffUbershaderVS = False & d3d9.ffUbershaderPS = False" cuz the user there said this made the issue disappear, but on my side the issue persisted

That's no surprise really, because on master those options have been removed (since the FF ubershaders are always used now). You'll need to follow up on the mesa issue: https://gitlab.freedesktop.org/mesa/mesa/-/work_items/14706 , as this doesn't happen on other drivers or even newer Intel GPUs.

AApatheticSenshi 2026-08-31 github

closing this issue, wasn't solved but it's not a big deal and don't wanna noise to your project lmao

Upstream links