Now that i've checked the log, there isn't anything worth to mention from it, but i'll post it anyway
Some Unity Engine apps are known to load literally everything into VRAM and that just won't work very well.
DXVK already respects memory budgets reported from the driver and offloads stuff into system memory, but if the driver doesn't behave in a sane way then we can't do much here. Can't really compare the two operating systems here either.
Nothing extracted yet.
Not sure if this is handled by DXVK, but I'm essentially having an issue in a game where my VRAM gets filled up over some time (12/12GB), in this game, you essentially load maps over and over, the VRAM gets filled up without dumping. On the other side on Windows with stock DX11, the VRAM reaches about 7.1/12GB (monitoring using msi afterburner, the moment i load a new map, the vram jumps to 7.5, but quickly goes back to 7.1), and it stays around that no matter how much maps are loaded. The dxvk testing was done on proton cachy os on linux, couldn't get the game to run with dxvk on windows though. It's a heavily modified unity game (with bepinex). Basically what i have to do is to fully reboot the game because at maxed out vram, textures and meshes start to break/to not show at all, massive framedrops etc.
I'll send the log in a bit