Weird Graphical Issues in Resident Evil 2
System information
inxi -Gsc -xx
:
System: Host: matt-archlinux Kernel: 5.7.4-8-tkg-pds x86_64 bits: 64 compiler: gcc v: 10.1.0 Desktop: Deepin 20
tk: Qt 5.15.0 wm: kwin_x11 dm: LightDM Distro: Arch Linux
CPU: Topology: 8-Core model: AMD Ryzen 7 3800X bits: 64 type: MT MCP arch: Zen 2 L2 cache: 4096 KiB
flags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 sse4a ssse3 svm bogomips: 140801
Speed: 4400 MHz min/max: 2200/4400 MHz Core speeds (MHz): 1: 4400 2: 4400 3: 4396 4: 4397 5: 4391 6: 4402
7: 4405 8: 4399 9: 4400 10: 4400 11: 4400 12: 4400 13: 4406 14: 4398 15: 4389 16: 4396
Graphics: Device-1: Advanced Micro Devices [AMD/ATI] Navi 10 [Radeon RX 5600 OEM/5600 XT / 5700/5700 XT]
vendor: Gigabyte driver: amdgpu v: kernel bus ID: 10:00.0 chip ID: 1002:731f
Display: x11 server: X.Org 1.20.8 compositor: kwin_x11 driver: amdgpu unloaded: modesetting
alternate: ati,fbdev,vesa resolution: 1: 2560x1440 2: 2560x1440 3: 3840x2160~30Hz s-dpi: 96
OpenGL: renderer: AMD Radeon RX 5700 XT (NAVI10 DRM 3.37.0 5.7.4-8-tkg-pds LLVM 10.0.0) v: 4.6 Mesa 20.1.1
direct render: Yes
- OS: Arch Linux
- GPU: Navi 10 [Radeon RX 5600 OEM/5600 XT / 5700/5700 XT] (Gigabyte Gaming OC RX 5700 XT)
- Kernel version: multiple, currently 5.7.4-8-tkg-pds
- Mesa version: 4.6 (Compatibility Profile) Mesa 20.1.1
- Xserver version (if applicable): 1.20.8
- Desktop manager and compositor: Multiple, currently Deepin-Kwin with Kwin compositor, also with i3wm using compton/picom (but compositing is disabled in-game)
If applicable
- DXVK version: Multiple (depends on Proton version). Ranges from 1.6 to 1.7
- Wine/Proton version: TKG-5.4, TKG-5.5, GE-5.8-MF-2 GE-5.9-MF-2
Describe the issue
Okay, so there's some weird graphical stuff while playing. For example, street lamps will flash in and out (and you can tell it's graphical glitching, it's very distinct, but impossible to catch in a screenshot), and also, when looking at like a concrete wall, often you will see weird patterns of wood-grain-looking static or a grid of dots that aren't supposed to be there. It's only certain surfaces. Brick doesn't do it. One good example is in the Extra Game Mode story titled "No Time to Mourn," as soon as you go down the ladder in the parking garage and enter that little room, you can turn and look at the wall and the locker.
Regression
I've never seen it before, until a period of absence playing and then coming back to it. Important to note, I used to play on a 1080p monitor, and now I'm playing on a 1440p monitor, I know sometimes higher resolution can bring out things you didn't see before, but I always paid a lot of attention to the graphics of this game as it looks so good.
Screenshots/video files (if applicable)
That is not the pattern on the wall, and you can see it warp and move as you move the camera.
Any extra information would be greatly appreciated
Like I said, sometimes, depending on variables I haven't been able to narrow down yet between Mesa version, Proton/DXVK version, etc., the glitches will change. Sometimes you get the wood grain, sometimes you get the grid of dots (which is a lot more annoying, it's a clear glitch and it's distracting) plus the lighting glitch (which is even more annoying). I suppose this could be a DXVK bug or a mesa bug, I guess we'll find out. But yeah, I'd played the entire game (both campaigns) + numerous runs of No Time to Mourn without ever noticing this as recently as 2 months ago, but now I haven't been able to launch the game without 1 of these glitches occurring.