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Hello - can someone from Intel ARC driver support please look into Kena Bridge of Spirits and the water glitch that happens any time you run into a large body of water? It flickers considerably and makes playing the game very distracting. I've tried every graphics setting in the game.
Someone made a Youtube video about it - my Acer Predator BiFrost A770 is doing the exact same thing with every driver version available.
Thank you.
Water glitch - Kena Bridge of Spirits:
Kena Bridge of Spirits Water Glitching on Intel Arc a750 (youtube.com)
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Hi Schancy,
Appreciate your patience on this matter. Please see the feedback below from our engineering team.
Thank you for reporting this issue. Our priority is to target the most popular games and apps to focus our efforts on providing a high-quality, stable experience for the broadest set of users. We will continue to improve our software performance and compatibility throughout 2024 and beyond. While we can’t accommodate your request at this time, please watch this article on our website for any possible changes to this situation.
Best regards,
Our sincerest apologies fo the inconvenience that this has caused.
Caguicla C.
Intel® Customer Support Technician
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Hi Schancy,
Thank you for posting in Intel Communities.
Intel is currently examining the issue of light flashes in Kena: Bridge of Spirits. Kindly provide the following details that would help with the investigation.
- System Support Utility (SSU) log. This will help us understand your system's setup. Refer to How to get the Intel® System Support Utility Logs on Windows*.
- Minimum Requirements Link:
- Distribution Service (example: Steam / Origin / Epic / XboxGamePass / Ubisoft Connect):
- Graphic Quality (Low, Medium, High, Ultra):
- Resolution (1920x1080, 3840x2160):
- Vsync (On/Off):
- Window Display Configuration (Fullscreen / Windowed/ Borderless Windowed):
Reference:
Strong Light Flashes on Water Surface in Kena: Bridge of Spirits*
https://www.intel.com/content/www/us/en/support/articles/000095373/graphics.html
Best regards,
Caguicla C.
Intel® Customer Support Technician
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Hi Caguicla,
Thank you so much for looking into this and potentially incorporating a fix into a future graphics driver release! It would make the game much more playable.
Please see the attached SSU log you requested.
Minimum Requirements Link:
Kena: Bridge of Spirits on Steam (steampowered.com)
- Requires a 64-bit processor and operating system
- OS *: 64-bit Windows 7/8.1/10
- Processor: AMD FX-6100/Intel i3-3220 or Equivalent
- Memory: 12 GB RAM
- Graphics: AMD Radeon R7 360 2GB/NVIDIA GeForce GTX 650 Ti 2GB or Equivalent
- DirectX: Version 11
- Storage: 25 GB available space
- Requires a 64-bit processor and operating system
- OS *: 64-bit Windows 7/8.1/10
- Processor: AMD Ryzen 5 2600X/Intel i7-6700K or Equivalent
- Memory: 16 GB RAM
- Graphics: AMD Radeon RX Vega 56 8GB/ Nvidia GeForce GTX 1070 8GB or Equivalent
- DirectX: Version 12
- Storage: 25 GB available space
- Distribution Service (example: Steam / Origin / Epic / XboxGamePass / Ubisoft Connect): Steam
- Graphic Quality (Low, Medium, High, Ultra): Ultra - have tried all pre-set settings - all of which flicker no matter the quality
- Resolution (1920x1080, 3840x2160): 2560x1440, have also tried lower resolutions
- Vsync (On/Off): On - have also tried with Vsync off
- Window Display Configuration (Fullscreen / Windowed/ Borderless Windowed): Borderless Windowed, but have tried all settings
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Hi Schancy,
Thank you for providing the requested information.
Our team is diligently working on resolving the issue. We will provide you with an update at the earliest opportunity.
Caguicla C.
Intel® Customer Support Technician
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Thank you - appreciate the help!! Will look forward to the fix in a future driver update hopefully!
Let me know if you need any additional data captured / collected.
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Hi Schancy,
Appreciate your patience on this matter. Please see the feedback below from our engineering team.
Thank you for reporting this issue. Our priority is to target the most popular games and apps to focus our efforts on providing a high-quality, stable experience for the broadest set of users. We will continue to improve our software performance and compatibility throughout 2024 and beyond. While we can’t accommodate your request at this time, please watch this article on our website for any possible changes to this situation.
Best regards,
Our sincerest apologies fo the inconvenience that this has caused.
Caguicla C.
Intel® Customer Support Technician
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Thank you Intel team! Understood this is at least logged (thank you for doing that) and hopefully will be able to be addressed in the near future. Appreciate the update and note in the article mentioned above in case others ask!
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For those wondering if they can fix it: if you use Vulkan in place of DX11 through DXVK the water displays as intended. However, the performance is quite a bit worse than if you normally use DX11. Has a number of frame spikes. Vulkan in place of DX12 is even worse. But I've decided to keep using the normal DX11 and accept the funky water issues.
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Interesting - I'm glad that 'worked' for you - but I agree, the performance hit probably isn't worth it, even if it takes care of the annoying flickering water.
I'll try again - no matter what rendering solution I chose, I wasn't able to fix the water issue flickering - sure wish they would patch this game so it's playable, but I know it doesn't get the same credit / attention as the big name games.
Which driver version are you running out of curiosity (and what card A750, A770, B580)?
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I have a intel branded A770 LE. I tested the 101.6314 driver version, but now I also installed the new 101.6252/101.6325 driver version and tested it again.
I found that running Vulkan through DX11 via DXVK the performance was actually quite good, but it had a number of lag spikes that unfortunately were quite noticable to me. Fortunately for others, they seem to be due to me being CPU limited, as the GPU busy metric in intel PresentMon indicated that I was far from being GPU limited. I do run an intel i5-13400F, so me being CPU limited is not a big surprise. Which means that for others the experience through DXVK might be better.
I found out that the lag spikes are actually due to shader compilation, so pre-compiling the shaders might solve that. I tried to do that, but apparently it isn't really possible using DXVK on Windows? Either way I gave up on it.

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