Monster Hunter Wilds experiences significant vertex artifacts with 590.48.01 open Linux driver on Gefore 5090. This is only happen for my 5090 build, as a similar build with a 4070 Super and same driver and kernel does not experience the vertex artifacts.
Information:
Distro: Arch Linux
Kernel: 6.18.1-zen1-2-zen #1 ZEN SMP PREEMPT_DYNAMIC Sat, 13 Dec 2025 18:23:05 +0000 x86_64 GNU/Linux
Driver: 590.48.01
Hardware: Nvidia Geforce 5090
Desktop: KDE Plasma
Desktop Protocol: Wayland
Proton: GE-Proton10-26, Steam Proton-Experimental
Reproduction:
Install game via steam
Launch game and wait. The vertex issues appear in the main menu when the character exits the tent.
I’m getting the exact same issue. In the main menu when the character first enters the tent, I see some artifacts. Then when the character exits the tent and the environmental map is revealed, the artifacts increase tenfold. My FPS drops from ~120 fps to <30 fps during this transition.
Does not get any better once you load into the game.
Distro: CachyOS
Kernel: Linux 6.18.2.2-cachyos (64 bit)
Nvidia driver: 590.48.01
Hardware: Nvidia Geforce RTX 5070
DE: KDE Plasma 6.5.4
WM: KWin (Wayland)
Proton: Tried with GE-Proton 10-27, Steam Proton-Exerimental/Hotfix/10.0-3, Proton CachyOS 10 (native and slr)
at this point it seems like your better off hoping NVK becomes usable than waiting for Nvidia to respond.
Its heading towards 2 months since this specifically was reported with radio silence on it and 6 months since the game worked on RTX 5000 on an issue that simply requires launching the game with a 5000 series GPU. I guess holiday break lasts a few months at Nvidia….
Host
OS: Proxmox VE 8.4.1 x86_64
Kernel: Linux 6.8.12-11-pve
Guest
OS: Arch Linux x86_64
Kernel: Linux 6.12.71-1-lts
$ pacman -Qi nvidia-open-dkms
Name : nvidia-open-dkms
Version : 590.48.01-4
Symptoms/behavior
Shader build goes fine. Able to load the game, no issues aside from some stutter. Game runs fine until cutscene transitions from inside the tent into the landscape view. That’s where vertex explosions begin to accumulate, starting from just couple lines (3-5) and then more lines appear (up to 50-100 I think, see the screenshot below).
glad that its been worked on but i REALLY hope that means the next driver release and not just “some driver at some point when we get to it maybe i dont know itll happen i promise”
with the latest update for Wilds the game no longer even boots on the old 575 driver so it has become unplayable in any capacity at this point on linux for 5000 series owners.
Looks to indeed be fixed as promised on the new 595 beta! Took forever but MH Wilds seems rock solid for me now, both the super low FPS and the vertex issues I had are gone. Haven’t tested other RE engine games but I expect it might be much the same there.
It’s great that MH Wilds is working with RTX 50 cards now but I noticed that despite my RTX 5070’s higher raw performance the framerate still varies more than when I was using my RX 6750 XT.
One moment everything is great but at from time to time the game starts chugging and then goes back to having good performance. My Radeon card felt more stable despite the lower overall performance.
Yeah, I see the same, but I observed this sort of stuttery behaviour on Windows too (haven’t played it recently on Windows so it may be better now, but the game was really bad for the first ~3 months after launch). It’s interesting that it’s not as bad with AMD though. Do you have a frametime graph to compare, maybe from the benchmark? Tall order since it requires you to swap GPUs to get, but still… framerate variation is one of those super finicky things that’s super hard to pin down.
Although also with 595, one possible reason could be the new v595 PState bug (hotfixed on Windows already iirc) where it doesn’t allow P0 and clock boosting for 5000 series GPUs. I didn’t feel it impacting MH Wilds in an obvious way in my short test, but it’s possible it’s part of the reason for the inconsistent performance you’re seeing.
Confirming that today I’ve been able to successfully run the game on highest possible settings on 9950x3d + RTX5090. And that’s under a Proxmox VM (Arch) with GPU passthrough setup 💪
I guess I’d have to do some benchmarking to see how it compares to other setups 🤷♂️
this might be due to Reflex which has been reported on windows also
Reflex doesnt work if you use FSR FG so you can use DLSS upscale and FSR framegen to get board flat frame times. Ideally run the game at 40fps cap for 80fps framegen as the game also has some things tied to framerate and thats the optimal combo