protonscr

Far Cry, 64-bit build: massively oversized point sprites at range during weapon fire

dxvkclosed appid 2004needs apitraced3d9
doitsujin/dxvk#5778 · opened 2026-07-06 by Urshak84 · updated 2026-07-07 · 5 comments · github · game page · search this game
UUrshak84 2026-07-06 github

Game: Far Cry (2004), retail, patched to 1.32 + official 64-bit Upgrade Patch + 64-bit Enhanced Content Patch (Bin64\FarCry.exe)
DXVK version tested: 3.0
GPU / Driver: Nvidia GeForce RTX 3060,581.80.0
OS: Windows 10 (Build 19045)

Issue:
When observing another character firing a weapon from a distance, large, incorrectly scaled/garbled textured quads appear near the shooter — roughly the size of the small hangar buildings elsewhere in the game. Sometimes one of these quads appears to show a texture that seems unrelated to the effect (e.g. what looks like a wooden sign texture).

I believe this may be related to D3D9 point sprite size computation (D3DRS_POINTSIZE / D3DRS_POINTSCALE_A/B/C), since:

  • The issue does NOT occur when using dgVoodoo2's D3D9-to-D3D11 wrapper instead of native D3D9 or DXVK.
  • The issue DOES occur both with native D3D9 (no wrapper) and with DXVK.
  • Far Cry's engine (CryEngine 1) is known to use point sprites for effects like muzzle flashes, and there are old, documented reports of D3D9 point sprite scaling being handled inconsistently across GPU vendors/drivers.

I'm not certain this is the exact cause — just the most likely lead I could find based on the symptom. Happy to help narrow it down further.

Reproduction:

  1. Play the tutorial until you get the binoculars.
  2. Use the binoculars to watch an enemy fire a weapon from a distance.
  3. Large garbled/oversized textured quads appear near the shooter. If the texture-stuff doesnt happen you will see a green rotating wooden-sign near the schooting soldier.(don't know how to trigger wich behavior)

What I've already tried:

  • Confirmed the bug is present with vanilla DXVK settings (no custom dxvk.conf overrides)
  • Confirmed dgVoodoo2 (D3D9?D3D11 via its own translation) does not exhibit this bug in the same scene
  • Confirmed Wine3D (D3D9?OpenGL,Vulkan via its own translation) does not exhibit this bug in the same scene
  • Checked dxvk.conf and the game-profile database (g_profiles) — Far Cry doesn't currently have an entry there

Let me know if a DXVK debug log or anything else would help track this down — happy to provide.

FarCry_d3d9.log

Ddoitsujin maintainer 2026-07-06 github

Need an apitrace to be able to reproduce this, unless you want to wait a few years until someone randomly finds a retail copy on the street.

WWinterSnowfall 2026-07-06 github

Can't say I'm able to reproduce the problem: https://drive.proton.me/urls/08F6Q557YG#HUD4KZMVO2bg

UUrshak84 2026-07-07 github

Thank you guys for your fast responde to such a niche issue. It is realy unfortunate that the strange behavior doen't seem to be reproducable. If there is anythong i can do to help i will try my best.

BBlisto91 2026-07-07 github

Try to make a apitrace.

UUrshak84 2026-07-07 github

Guys i have to tell you something. I made a big mistake i thought i was testing the vannilla state of the game with dxvk but i overlooked something. There was a leftover SystemCfgOverride.cfg from previous tinkering efforts. The cfg had set e_obj_view_dist_ratio to 110 wich is not a stable setting for the game, i reversed the changes and erverything was fine. But I'm still a bit confused how dgvoodoo2 and Wine3D for windows could midigate this game internal error. Thank you all for looking into it.

Nothing extracted yet.