Hello I already reported this issue on the DXVK github but think this would be a better place since the issue is with the latest 415 branch of Nvidia drivers rather than DXVK itself.
Basically there appears to be a terrain rendering bug near engineering bases which is game breaking as the terrain covers the bases preventing landing/taking off. Due to the procedural nature of the game it uses compute shaders to generate planetary terrain, which seemed to work fine in Proton/Wine with DXVK up until and including 410.73 drivers.
I’ve included an api trace, don’t know if it includes the relevant information as the game fails to start when recording a trace with wined3d instead of dxvk.
I am experiencing the same issues with glitchy terrain generation as described above.
Using latest drivers in tandem with Proton on a 780Ti the game works fine in all other regards, but since 410 onwards I have experienced the terrain being deformed around Engineer bases (usually deep in a crater and clipped out / inaccessible)
I am happy to assist in troubleshooting if needed, but I suspect something has been changed in the drivers and it’s definitely not a hardware issue.
What’s more bug can be reproduced in the ED Horizons starter system (Bakers Prospect, Asellus Primus) which the starter base will appear to be inside a crater.
I would like to add that I am affected by this bug as well. I see the same symptoms described above at Bakers Prospect, Asellus Primus.
I’m using a GTX 1050 Ti. I’ve tested with 396.54 (which works correctly; placing Bakers Prospect on the surface) and with 415.27 (which works incorrectly; placing Bakers Prospect inside a large hole).
We just released a new Vulkan Beta Driver 418.31.03 that contains a fix for a bug that would occasionally cause visual corruption on some Vulkan titles. This bug was particularly prevalent on DXVK titles. Please check if this new driver resolves the issues that you’re encountering.