this post was submitted on 15 Dec 2025
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Well it sounds like you tried the lower hanging fruit already. If you have it narrowed down to the driver then the options are basically waiting for Nvidia to fix it (could happen), or waiting for third parties to notice they're broken in this one case and creating a work-around.
Setting the whole "nvidia, boo" rant aside, the situation is complicated by the fact that you have the kernel doing one thing, the Nvidia driver doing another, and then Nvidia's bespoke implementations of OpenGL and Vulkan doing their own thing on top of it. It isn't just the driver, the whole graphics stack is essentially kind of siloed. When I used to have Nvidia hardware (a 970) it generally worked pretty well, but edge cases like this don't benefit from the kind of transparency which exists in implementations like Mesa3D.
Like I said, if having a second OS around works, don't let me stop you. If it works today, it is definitely faster than waiting around for somebody to maybe fix it one day. I'd amend my advice about sharing a
/homepartition up above though. Games using Vulkan (including ALL Windows games running through dxvk) pre-compile their shaders and store them in a cache to avoid intermittent stutters during gameplay. These shaders must be compiled for a specific piece of hardware and a specific driver version. If you are switching back and forth between driver versions on each distro, this shader cache will frequently become invalidated (depends on if the game / runtime retains versioned shader caches, or just deletes the old ones when the driver version changes). If you notice it is constantly recompiling shaders every time you launch a game, this might be why. I think it is still certainly worth sharing a home partition though.