Ni No Kuni remastered has some odd issues when rendering plants and trees. Apologies for the poor explanation, but here's a picture I took:

With debug logging enabled, a huge amount of fixme's are being thrown out, such as:
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 4 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x7b891201
002a:fixme:d3dcompiler:skip_dword_unknown 0x0c5eee17
002a:fixme:d3dcompiler:skip_dword_unknown 0xfff94af7
002a:fixme:d3dcompiler:skip_dword_unknown 0x267d6b3e
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000001
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 8 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x31314452
002a:fixme:d3dcompiler:skip_dword_unknown 0x0000003c
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000018
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000020
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000028
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000024
002a:fixme:d3dcompiler:skip_dword_unknown 0x0000000c
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000008
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000008
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 2 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 1 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown Skipping 3 unknown DWORDs:
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:skip_dword_unknown 0x00000000
002a:fixme:d3dcompiler:d3dcompiler_shader_reflection_GetDesc iface 0x3f92b690, desc 0x24eba0 partial stub!
Ni No Kuni Remastered
https://www.dropbox.com/s/oiv70tvbsqbcowe/NinoKuni_WotWW_Remastered.trace.tar.gz?dl=0
Try winetricks d3dcompiler_43 and winetricks d3dcompiler_47 on the wine prefix.
An apitrace would really be helful though since the shaders seem to contain instructions that I've never seen in any other game before and aren't supported by DXVK right now; having a test case for those would be nice.
I'm too dumb to make one of these, sorry :(
That's really not helpful. If you have questions, please ask.
Thanks for your response. So in terms of apitrace, do I just place the d3d11.dll, dxgi.dll and dxgitrace.dll files in the same file as the game .exe and then run the title? Do I need DXVK enabled or disabled for the run?
Amusingly the game doesn't work without DXVK enabled, and with DXVK enabled it's like a slide-show, running perhaps 1 frame every few seconds or so (with apitrace files installed).
An apitrace would really be helful though since the shaders seem to contain instructions that I've never seen in any other game before and aren't supported by DXVK right now; having a test case for those would be nice.
I think you're right. It won't even run without DXVK, generating a bunch of d3d11 not supported errors.
EDIT: Just wanted to update this to also include that winetricks'ing both d3dcompiler_43 and d3dcompiler_47 did indeed solve those fixmes - thank you.
do I just place the d3d11.dll, dxgi.dll and dxgitrace.dll files in the same file as the game .exe and then run the title?
Yes, that should work.
Do I need DXVK enabled or disabled for the run?
Enabled in this case.
and with DXVK enabled it's like a slide-show, running perhaps 1 frame every few seconds or so (with apitrace files installed).
I'm afraid that's normal. What's important is that you capture a few frames where the rendering issues are visible so that I can try to reproduce the problem on my end, it doesn't have to be very long.
Thanks for the information, as a relative newbie to this, it is most appreciated.
I've added the API trace to my original post now. Please let me know if I can provide any more diagnostic or debug information.
Hello,
Same issue, attached apitrace with DXVK.
Game: NinoKuni_WotWW_Remastered.exe
DXVK: v1.4
GPU: GeForce GTX 970
Driver: 435.21.0
https://drive.google.com/file/d/1rZIi7ymJaZ-qSiSTthGr4oEk7qUOKdmG/view?usp=sharing
(check the latest frames)

Screenshot with render issue.
Thanks for providing the trace, this should be fixed. Here's a build:
dxvk-nino.tar.gz
Holy crap that was fast! Thanks so much for taking the time to look into this and provide a fix so quickly! I can confirm that this is fixed in your linked build.
Thank you!
I still got some lighting/artifacts problem with the game.

GPU: Radeon 530
Driver : Mesa 19.2 with and without ACO.
DXVK:1.4.1
Can you try amdvlk? Could be a GCN 1.2-specific driver bug.
If this is a bug at all and not just what the game is supposed to look like. As alyways, I can't do much without an apitrace.
Just wanted to provide my own feedback here... I can't see anything obviously wrong in the screenshot above. What is the exact problem with it? The game has a somewhat comic-book art style so it looks how I'd expect. It also doesn't help you're in a dark spot in the game where there are many shadows, etc.

This is how it should look, it looks that way on my Intel GPU (but it way slower for playing the game).
I wish i could use AMDVLK but thats what i get when i use it lol

I will upload a apitrace if i figure how and if its still needed.
Most helpful comment
Thanks for providing the trace, this should be fixed. Here's a build:
dxvk-nino.tar.gz