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Game: Crash Bandicoot 4: Its About Time; executable CrashBandicoot4.exe; app thread 1565508642940264524. Mali-G615 MC6, Wrapper driver 44.1.0, DXVK 2.4.1-1-gplasync, Proton 10 arm64ec. Both BCn Auto and Full fail with D3D11 Cannot create shader resource view, resource format 70 (BC1_TYPELESS), view format 72 (BC1_UNORM_SRGB), resource usage 8; Unreal D3D11Texture.cpp:895 reports E_INVALIDARG. No thermal or memory-pressure signal.
Preserve VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT when translating emulated BC images. BC1 UNORM and SRGB map to compatible backing formats, and CreateImageView translates them separately; clearing the mutable bit makes the alternate host view invalid. The current base also copies the translated image format list rather than changing caller-owned storage, which is important because DXVK retains that list for CheckViewCompatibility. The observed D3D11 guard failure precedes host view creation, so the member run must validate the combined current-base path; do not claim the flag change alone proves the reported rejection cause. No DXVK/Proton upgrade, no settings changes, no validation bypass.
Validation: git diff --check passes; traced BC1 family mapping, CreateImage list copy, and CreateImageView format substitution. CI compiles the package. Device acceptance: install this Wrapper only, rerun startup, verify the format 70/72 rejection disappears and the game renders with correct texture colours. Device validation pending.