protonscr

[Regression] 7 Days to Die – Severe periodic stuttering introduced between DXVK v3.1 and v3.1-19

dxvkclosed d3d11
doitsujin/dxvk#5959 · opened 2026-10-08 by tomcoolcam · updated 2026-10-22 · 8 comments · github
Ttomcoolcam 2026-10-08 github

Description

7 Days to Die suffers from severe, reproducible periodic stuttering with DXVK 601930949 (v3.1-19), while DXVK 70d7508c (v3.1) runs smoothly.

I isolated the issue by swapping DXVK versions within a custom GE-Proton 11.7 installation, keeping the Wine version and other Proton components unchanged.

A controlled A/B/A test confirmed that the stuttering disappears with the older DXVK build and returns when switching back to the newer build.

System Information

  • OS: CachyOS Linux
  • Desktop: KDE Plasma, Wayland session
  • GPU: NVIDIA GeForce RTX 4090
  • Display: 3440×1440, 165 Hz, VRR enabled
  • Game: 7 Days to Die (Steam AppID 251570)
  • Wine graphics driver: winex11.drv (XWayland)
  • Graphics API: Direct3D 11 via DXVK
  • CPU affinity: taskset -c 0-7,16-23

DXVK Versions

Working:

  • GE-Proton 11.6
  • DXVK v3.1
  • Commit: 70d7508c01201ed3d4bfb33da42ba834eafe3857

Affected:

  • GE-Proton 11.7
  • DXVK v3.1-19-g601930949
  • Commit: 601930949d111edbbcf9dd463948426d9f8f6ddd

Commit comparison:

https://github.com/doitsujin/dxvk/compare/70d7508c01201ed3d4bfb33da42ba834eafe3857...601930949d111edbbcf9dd463948426d9f8f6ddd

Controlled A/B/A Test

I created a separate copy of GE-Proton 11.7 and replaced its complete DXVK directory with the version included in GE-Proton 11.6.

A separate copy of the game's Wine prefix was used throughout the component-swap tests, leaving the original game installation and prefix untouched.

The actually loaded d3d11.dll and dxgi.dll binaries were verified using cmp against the corresponding DXVK builds.

MangoHud Measurements

Approximately 30 seconds per run, using the same saved game state and CPU affinity.

Configuration Avg FPS 1% Low FPS Max Frametime Samples >16.67 ms
GE-Proton 11.6, DXVK v3.1 122.5 67.4 18.16 ms 1
GE-Proton 11.7, DXVK v3.1-19 107.2 38.6 25.95 ms 16
GE-Proton 11.7 + DXVK v3.1 (hybrid) 119.6 77.6 20.87 ms 1
GE-Proton 11.7 + DXVK v3.1-19 (reverted) 97.9 37.8 26.60 ms 32

Observed Behavior

Original DXVK v3.1-19:

  • Severe, clearly noticeable stuttering.
  • Sustained frametime spikes of approximately 25–26 ms.
  • In the final counter-test, two separate stuttering periods occurred.
  • Each period contained 16 consecutive elevated MangoHud samples, lasting approximately 1.6 seconds.

Older DXVK v3.1 in the same GE-Proton 11.7 base:

  • Smooth gameplay.
  • The characteristic sustained frametime spikes disappeared.
  • One isolated frametime spike of 20.87 ms occurred during the immediate-after-spawn test.
  • No sustained stuttering periods were observed.

Reverting to DXVK v3.1-19:

  • The same stuttering behavior returned.
  • Both the MangoHud measurements and subjective gameplay experience confirmed the regression.

The reference save was restored before comparative runs.

Measurement note: MangoHud recorded approximately 300 periodic samples per 30-second run, not individual frametimes for every rendered frame.

Additional Tests

QueryPerformanceCounter Workaround

Tested:

WINE_DISABLE_QPC_TSC=1

Results:

  • GE-Proton 11.6 remained smooth.
  • GE-Proton 11.7 continued to stutter.
  • Both GE-Proton 11.7 runs, with and without the workaround, showed 16 samples exceeding 16.67 ms.

The workaround did not resolve the issue.

Unigine Superposition

Tested the Windows Direct3D benchmark at 1080p Medium through both GE-Proton versions.

Version Average FPS Max Frametime
GE-Proton 11.6 407.0 3.39 ms
GE-Proton 11.7 397.8 4.07 ms

Neither version exhibited comparable sustained frametime spikes.

This suggests that the regression may depend on specific D3D11/DXGI usage patterns in 7 Days to Die rather than affecting all DXVK workloads.

Extended Gameplay

GE-Proton 11.6 was also tested for approximately two hours without noticeable stuttering.

Potential Regression Areas

The 19 commits between the working and affected DXVK versions include changes to:

  • D3D11 swapchain handling
  • DXGI swapchain handling
  • Swapchain blitting
  • Synchronization-related code

These are potential investigation areas, not confirmed root causes.

Conclusion

The controlled component-swap experiment provides strong evidence of a DXVK regression between 70d7508c and 601930949.

  1. Newer DXVK: Severe stuttering.
  2. Older DXVK with the same GE-Proton 11.7 base: Smooth gameplay.
  3. Newer DXVK restored in the same test installation and prefix: Stuttering returns.

The regression appears to be contained within the 19 commits separating these versions.

MangoHud CSV files from the tests are available for further investigation.

BBlisto91 maintainer 2026-10-08 github

Please attach a log like the template asks for.
I assume a LLM helped fill this out? I'd suggest cutting the reports down in the future as over half of it could be removed without losing any important information.
A video would have been more helpful.

But thank you for reporting the regression.

Ttomcoolcam 2026-10-08 github

Fair point! I guess that's why they call it a Large Language Model. 😉

I will create and attach the log and capture a short video.

Ttomcoolcam 2026-10-08 github

I've attached the Proton log from GE-Proton 11.7 (DXVK v3.1-19), captured while the stuttering was reproducible.

The log contains access violations in libnvidia-glcore.so.615.71.09. These violations does not happen in 11.6, so i attached a 11-6-working.log additionaly

Steam's video recording technically works, but enabling the Steam overlay makes the stuttering disappear, both visually and in MangoHud measurements, so I cannot capture the issue that way.

steam-251570.log.gz

steam-251570-GE11-6-working.log.gz

Ddoitsujin maintainer 2026-10-09 github

I can't confirm that 3.1 works fine, in fact it's the exact same mess no matter which DXVK I throw at it.

No idea where the Nvidia exceptions are coming from, Vulkan validation is clean. Has nothing to do with the issue though, I'm reproducing this on AMD as well.

Please try DXVK_CONFIG="d3d11.cachedDynamicResources=a". This seems to help here somewhat, which makes me wonder if EAC is periodically scanning mapped VRAM or something, which would be exceptionally slow.

Ttomcoolcam 2026-10-09 github

The d3d11.cachedDynamicResources=a setting appears to have a limited positive effect on the frametime measurements, but the periodic stuttering persists and there is no consistent, noticeable improvement in gameplay smoothness.

steam-251570 with optiion a.log.gz

Ttomcoolcam 2026-10-09 github

Just to clarify regarding the possibility that EAC might be involved: The EAC option is unchecked in my 7 Days to Die launcher throughout my testing.

I checked the running game process and found the following command-line arguments: -force-d3d11 -nogs -noeac.

I believe this isn't apparent from the Proton logs I've attached, so I wanted to mention it explicitly.

Ddoitsujin maintainer 2026-10-09 github

Well, might just be a different problem from what I was running into then, dunno. "Stutter" can mean literally anything.

Ddoitsujin maintainer 2026-10-22 github

should have been fixed a while ago, the problem I was running into was indeed a differet one.

Proton versions

Launch options

DLLs