Skip to content

Flickering/missing geometry in RE engine games #1043

@runar-work

Description

@runar-work

NVIDIA Open GPU Kernel Modules Version

590.48.01

Please confirm this issue does not happen with the proprietary driver (of the same version). This issue tracker is only for bugs specific to the open kernel driver.

  • I confirm that this does not happen with the proprietary driver package.

Operating System and Version

Arch Linux

Kernel Release

6.18.9-arch1-2 #1 SMP PREEMPT_DYNAMIC Mon, 09 Feb 2026 17:16:33 +0000 x86_64 GNU/Linux

Please confirm you are running a stable release kernel (e.g. not a -rc). We do not accept bug reports for unreleased kernels.

  • I am running on a stable kernel release.

Hardware: GPU

GPU 0: NVIDIA GeForce GTX 1660 Ti (UUID: GPU-a8fb3a3a-9dd5-b430-1b78-cb1f1ecd6079)

Describe the bug

As first reported in this issue on the Proton tracker with RTX 5000, there's a problem with missing or flickering geometry in the Monster Hunter Stories 3 demo. I could reproduce the same issue on RTX 3070 in MHS3 and also with GTX 1660 Ti in MHS3, the Pragmata demo and Resident Evil Requiem.

On RTX 3070 I tested both 590.48.01 and 580.94.17 with the open kernel module in MHS3. On GTX 1660 Ti I could only test the 590 driver with the open module. I have not been able to reproduce this issue on GTX 1660 Ti with the proprietary module.

To Reproduce

I've been most easily able to reproduce this on the GTX 1660 Ti on the title screen in the Pragmata demo. In MHS3 it happens most quickly inside Azuria castle a few minutes into the demo. In Resident Evil Requiem it also happens within a few minutes after starting the game.

The common factor seems to be vsync disabled, low preset and 1080p to get a high framerate. On the RTX 3070 it's been more difficult to reproduce, so I haven't been able to reproduce the issue on the title screen in Pragmata there, but it still happens occasionally in MHS3.

Bug Incidence

Often

nvidia-bug-report.log.gz

nvidia-bug-report.log.gz

More Info

I haven't been able to capture this issue in RenderDoc, as any capture will replay normally afterwards. Adding extra barriers (graphics, pre-raster, pre-compute, post-compute) in vkd3d-proton also had no effect. VKD3D_CONFIG=breadcrumbs_sync also had no effect.

Metadata

Metadata

Assignees

No one assigned

    Labels

    bugSomething isn't working

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions