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Monster Hunter Wilds (2246340) #8206

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2 tasks done
CreatureDev opened this issue Oct 31, 2024 · 84 comments
Open
2 tasks done

Monster Hunter Wilds (2246340) #8206

CreatureDev opened this issue Oct 31, 2024 · 84 comments
Labels
Game compatibility - Unofficial Games not expected to work without issues

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@CreatureDev
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Compatibility Report

  • Name of the game with compatibility issues: Monster Hunter Wilds Beta
  • Steam AppID of the game: 2246340

System Information

  • GPU: RTX 4070
  • Video driver version: 550
  • Kernel version: 6.8.0-40-generic
  • Proton version: Experimental

I confirm:

  • that I haven't found an existing compatibility report for this game.
  • that I have checked whether there are updates for my system available.

Symptoms

The game crashes on launch
It appears to be an nvidia exclusive issue. It is fixed using the latest vkd3d-proton build.
Can a new proton hotfix build be released including the vkd3d-proton changes?

Reproduction

Launch the Monster Hunter Wilds beta on an nvidia system.

@kisak-valve kisak-valve added the Game compatibility - Unofficial Games not expected to work without issues label Oct 31, 2024
@kisak-valve kisak-valve changed the title Monster Hunter Wilds (2246340) Crash on launch Monster Hunter Wilds (2246340) Oct 31, 2024
@kisak-valve
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Hello @CreatureDev, the automated [bleeding edge] beta branch (https://github.com/ValveSoftware/Proton/wiki/Proton-Versions#proton-bleeding-edge) should include whatever upstream change to VKD3D-Proton you're interested in while you wait for that change to make it into a more formal release of Proton.

@JoseZancanaro
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Hi, using Proton-Experimental [bleeding-edge] fixed the initial crash that also used to happen for me.

Also, after the logo's screen, the following error happen:

Screenshot_2024-10-31_15-51-04

Using VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 in the game's launch options on Steam fixed it, and now it works normally.

Now is just to wait for the open beta to be properly released.

@CreatureDev
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Using VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 in the game's launch options on Steam fixed it, and now it works normally.

From what I understand this is a driver issue. I created an issue for it as well in the vkd3d-proton repo, though, if it can be fixed there.

@Zhaltor
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Zhaltor commented Oct 31, 2024

Game is crashing KDE Plasma on my end, and flickers in fullscreen. Same issues encountered on Dragons Dogma 2 since recent update, been unable to find a fix.

EDIT: Unlike DD2, running with Gamescope seems to fix the issue.

@Awlexus
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Awlexus commented Oct 31, 2024

Hi, I can confirm that. Constant flickering and KDE crashing

@yoshiweegee
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Confirming the findings noted in #8206 (comment). Requiring use of self-built bleeding-edge, error after Re-Engine's splash, fixed with VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2. Linux Mint 22, NVIDIA GeForce RTX 4070 550.120, Linux 6.8.0-48-generic x86_64

@foophoof
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Slightly different results for me, I had to switch to Proton Bleeding Edge in Steam, which allowed the game to start and compile the shaders and reach the "could not connect to servers" screen (as expected since the servers aren't up for another 4-5 hours) without any errors, no need to change any launch options. I'm also using KDE/Plasma and not seeing any flickering.

I'm on Bazzite 41, Linux bazzite 6.11.5-307.bazzite.fc41.x86_64 #1 SMP PREEMPT_DYNAMIC Mon Oct 28 15:13:19 UTC 2024 x86_64 GNU/Linux, with Nvidia driver 565.57.01 (current beta driver I believe, I guess the default on Bazzite, I haven't intentionally changed that) on an RTX 3080 Ti.

@woofr77
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woofr77 commented Oct 31, 2024

Using VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 in the game's launch options on Steam fixed it, and now it works normally.

Tried this plus the bleeding edge experimental, with Void Linux, NVIDIA 550.127 drivers. Still crashes with the same error after RE logo.

EDIT: I just forgot to put %command% lol, fixed. It boots fine now.

@XNEP1
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XNEP1 commented Nov 1, 2024

My game renders the menu HUD, but not any 3D. Its just a black screen with HUD.

bleeding edge proton experimental
amd 6750xt

@XNEP1
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XNEP1 commented Nov 1, 2024

My game renders the menu HUD, but not any 3D. Its just a black screen with HUD.

bleeding edge proton experimental amd 6750xt

Disabling the upscaller fixed it.
Both AMD FSR 3 and XeSS dont work.

@alairon
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alairon commented Nov 1, 2024

My game renders the menu HUD, but not any 3D. Its just a black screen with HUD.
bleeding edge proton experimental amd 6750xt

Disabling the upscaller fixed it. Both AMD FSR 3 and XeSS dont work.

Played around with the settings. FSR 3 does work, but only when I set the upscaling mode to "AMD Native AA". It was also the only mode that let me see what I was doing in the character creation menu.

Experimental - bleeding edge/AMD RX6500

@sorat0mo
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sorat0mo commented Nov 1, 2024

Once in the main game, the graphics are, to say the least, "not so nice":

20241101110833_1
20241101111115_1

Broken textures everywhere. Proton Experimental bleeding edge. NV 3060Ti, Driver version 560.35.03/565.57.01.

@asier-ochoa
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Once in the main game, the graphics are, to say the least, "not so nice":

20241101110833_1 20241101111115_1

Broken textures everywhere. Proton Experimental bleeding edge. NV 3060Ti, Driver version 560.35.03/565.57.01.

Can confirm that I'm having the exact same issue on the same drivers with an RTX 3080.

@tmlaw01
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tmlaw01 commented Nov 1, 2024

Adding to the above images, these aren't texture problems they appear to be widespread vertex/geometry shading problems. For the near-terrain geometry turning the appropriate settings down to low gets the terrain to actually appear on Nvidia cards (565.57.01). The most notable difference between the settings that I could notice at least by eye was possible displacement mapping which may have been disabled on low settings. Other effects that cause heavy artifacting are fur shading, and animation breaking for any skeletal meshes they are attached to, which can lead to detached limbs and vertex explosions in the most extreme cases.

If there's anything you would like me to try to grab such as API traces please let me know.

@laviphon
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laviphon commented Nov 1, 2024

Can confirm the same artifacting and performance issues on an RTX 3090.

Tried on Proton Experimental Bleeding Edge as well as GE 9-17

@sorat0mo
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sorat0mo commented Nov 1, 2024

Adding to the above images, these aren't texture problems they appear to be widespread vertex/geometry shading problems. For the near-terrain geometry turning the appropriate settings down to low gets the terrain to actually appear on Nvidia cards (565.57.01). The most notable difference between the settings that I could notice at least by eye was possible displacement mapping which may have been disabled on low settings. Other effects that cause heavy artifacting are fur shading, and animation breaking for any skeletal meshes they are attached to, which can lead to detached limbs and vertex explosions in the most extreme cases.

Setting that option to down did fix the terrain artifacts.

@ZRivait
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ZRivait commented Nov 1, 2024

Running into an issue where game the crashes and completely locks up my system. Running Arch 6.11.5-arch1-1, AMD RX6800XT, mesa 1:24.2.6-1, proton bleeding edge, and running the game in gamescope. The crashes seem to happen randomly, sometimes after 5 minutes, the longest being after 30 minutes. From the proton log I'm getting a VK_ERROR_DEVICE_LOST. I've removed vk_image_aspect warning lines from the log as it seemed to be generating them every frame. The original log was 500MB.
steam-3065170.log

@rfguimaraes
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rfguimaraes commented Nov 1, 2024

I also experienced really bad artifacting and performance issues with RX6500XT and Proton Experimental, GE 9-16, and GE 9-17 on Ubuntu 22.04

@Doomguy1364
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Doomguy1364 commented Nov 1, 2024

Running into an issue where game the crashes and completely locks up my system. Running Arch 6.11.5-arch1-1, AMD RX6800XT, mesa 1:24.2.6-1, proton bleeding edge, and running the game in gamescope. The crashes seem to happen randomly, sometimes after 5 minutes, the longest being after 30 minutes. From the proton log I'm getting a VK_ERROR_DEVICE_LOST. I've removed vk_image_aspect warning lines from the log as it seemed to be generating them every frame. The original log was 500MB. steam-3065170.log

I also had the beta completely crash my computer, below is a cut from my journal.

After some further testing I was also able to get a similar crash in another game (SCP:5K) using vkd3d. The only difference between the two is in SCP:5K the system would soft recover eventually.

Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:7 pasid:32796)
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: in process MonsterHunterWi pid 14795 thread vkd3d_queue pid 14951)
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x0000010000008000 from client 10
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00701430
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: Faulty UTCL2 client ID: SQC (data) (0xa)
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: MORE_FAULTS: 0x0
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: WALKER_ERROR: 0x0
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: PERMISSION_FAULTS: 0x3
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: MAPPING_ERROR: 0x0
Oct 31 22:14:23 doompc kernel: amdgpu 0000:03:00.0: amdgpu: RW: 0x0
Oct 31 22:14:33 doompc kernel: amdgpu 0000:03:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=16021259, emitted seq=16021261
Oct 31 22:14:33 doompc kernel: amdgpu 0000:03:00.0: amdgpu: Process information: process MonsterHunterWi pid 14795 thread vkd3d_queue pid 14951
Oct 31 22:14:35 doompc kernel: amdgpu 0000:03:00.0: amdgpu: MES failed to respond to msg=REMOVE_QUEUE
Oct 31 22:14:35 doompc kernel: [drm:amdgpu_mes_unmap_legacy_queue [amdgpu]] ERROR failed to unmap legacy queue
Oct 31 22:14:36 doompc kernel: [drm:gfx_v11_0_hw_fini [amdgpu]] ERROR failed to halt cp gfx
Oct 31 22:14:36 doompc kwin_wayland[937]: kwin_wayland_drm: Pageflip timed out! This is a kernel bug
Oct 31 22:14:37 doompc kernel: [drm:amdgpu_cs_ioctl [amdgpu]] ERROR Failed to initialize parser -125!
Oct 31 22:14:37 doompc systemd-coredump[15213]: [🡕] Process 1050 (Xwayland) of user 1000 dumped core.

System Specs:
OS: Arch Linux
DE: KDE Plasma 6.2.2 (Wayland)
KERNEL: 6.11.5-arch1-1
CPU: AMD Ryzen 7 7800X3D 8-Core
GPU: AMD Radeon RX 7900 XTX (radeonsi, navi31, LLVM 18.1.8, DRM 3.59, 6.11.5-arch1-1)
GPU DRIVER: 4.6 Mesa 24.2.6-arch1.1
RAM: 32 GB

@N4gtan
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N4gtan commented Nov 1, 2024

Apart from the FSR/XeSS black screen and the weird textures issues, I'm having lot of stuttering with some textures and, sometimes, that stutter completely freezes my entire system forcing me to reboot.

OS: Arch with KDE Wayland
CPU: Ryzen 5 5600X
GPU: Nvidia GTX 1070
Video driver version: 565.57.01-1
Kernel version: 6.11.5.arch1-1
Proton version: Experimental + bleeding-edge

@minecraft2048
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The beta seems to kill AMD GPU after running pretty perfectly for several minutes:

Nov 01 16:52:04 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=163945, emitted seq=163947
Nov 01 16:52:04 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: Process information: process MonsterHunterWi pid 9151 thread vkd3d_queue pid 9334
Nov 01 16:52:04 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU reset begin!
Nov 01 16:52:04 ifrit-hpc kernel: iommu ivhd1: AMD-Vi: Event logged [INVALID_DEVICE_REQUEST device=0000:00:00.0 pasid=0x00000 address=0xfffffffdf8000000 flags=0x0a00]
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: Dumping IP State
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: Dumping IP State Completed
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: MODE1 reset
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU mode1 reset
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU smu mode1 reset
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU reset succeeded, trying to resume
Nov 01 16:52:06 ifrit-hpc kernel: [drm] PCIE GART of 512M enabled (table at 0x0000008000800000).
Nov 01 16:52:06 ifrit-hpc kernel: [drm] VRAM is lost due to GPU reset!
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: PSP is resuming...
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: reserve 0xa00000 from 0x82fd000000 for PSP TMR
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: RAS: optional ras ta ucode is not available
Nov 01 16:47:42 ifrit-hpc kernel: Bluetooth: RFCOMM socket layer initialized
Nov 01 16:47:42 ifrit-hpc kernel: Bluetooth: RFCOMM ver 1.11
Nov 01 16:47:45 ifrit-hpc kernel: warning: `kdeconnectd' uses wireless extensions which will stop working for Wi-Fi 7 hardware; use nl80211
Nov 01 16:52:04 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=163945, emitted seq=163947
Nov 01 16:52:04 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: Process information: process MonsterHunterWi pid 9151 thread vkd3d_queue pid 9334
Nov 01 16:52:04 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU reset begin!
Nov 01 16:52:04 ifrit-hpc kernel: iommu ivhd1: AMD-Vi: Event logged [INVALID_DEVICE_REQUEST device=0000:00:00.0 pasid=0x00000 address=0xfffffffdf8000000 flags=0x0a00]
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: Dumping IP State
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: Dumping IP State Completed
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: MODE1 reset
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU mode1 reset
Nov 01 16:52:05 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU smu mode1 reset
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU reset succeeded, trying to resume
Nov 01 16:52:06 ifrit-hpc kernel: [drm] PCIE GART of 512M enabled (table at 0x0000008000800000).
Nov 01 16:52:06 ifrit-hpc kernel: [drm] VRAM is lost due to GPU reset!
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: PSP is resuming...
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: reserve 0xa00000 from 0x82fd000000 for PSP TMR
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: RAS: optional ras ta ucode is not available
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: SECUREDISPLAY: securedisplay ta ucode is not available
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: SMU is resuming...
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: smu driver if version = 0x0000000e, smu fw if version = 0x00000012, smu fw program = 0, version = 0x00413e00 (65.62.0)
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: SMU driver if version not matched
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: use vbios provided pptable
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: SMU is resumed successfully!
Nov 01 16:52:06 ifrit-hpc kernel: [drm] DMUB hardware initialized: version=0x02020020
Nov 01 16:52:06 ifrit-hpc kernel: [drm] kiq ring mec 2 pipe 1 q 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring gfx_0.0.0 uses VM inv eng 0 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring comp_1.0.0 uses VM inv eng 1 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring comp_1.1.0 uses VM inv eng 4 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring comp_1.2.0 uses VM inv eng 5 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring comp_1.3.0 uses VM inv eng 6 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring comp_1.0.1 uses VM inv eng 7 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring comp_1.1.1 uses VM inv eng 8 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring comp_1.2.1 uses VM inv eng 9 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring comp_1.3.1 uses VM inv eng 10 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring kiq_0.2.1.0 uses VM inv eng 11 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring sdma0 uses VM inv eng 12 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring sdma1 uses VM inv eng 13 on hub 0
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring vcn_dec_0 uses VM inv eng 0 on hub 8
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring vcn_enc_0.0 uses VM inv eng 1 on hub 8
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring vcn_enc_0.1 uses VM inv eng 4 on hub 8
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: ring jpeg_dec uses VM inv eng 5 on hub 8
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: recover vram bo from shadow start
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: recover vram bo from shadow done
Nov 01 16:52:06 ifrit-hpc kernel: amdgpu 0000:43:00.0: amdgpu: GPU reset(2) succeeded!
Nov 01 16:52:06 ifrit-hpc kernel: [drm:amdgpu_cs_ioctl [amdgpu]] *ERROR* Failed to initialize parser -125!
Nov 01 16:52:06 ifrit-hpc kernel: [drm:amdgpu_cs_ioctl [amdgpu]] *ERROR* Failed to initialize parser -125!

Arch Linux with 6.11.5-zen1-1-zen, PowerColor RX 6700 XT, KDE Plasma Wayland

@AmyRoxwell
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AmyRoxwell commented Nov 1, 2024

I can confirm both @N4gtan and @Doomguy1364 Issue on my end, The game will sometimes start to stutter so much that it will freeze my computer. One thing I had notice that repeats is that before it freezes, my monitor goes completely black and then the pc freezes, audio keeps playing and I'm forced to hit reset button, no way to recover. (Could this be maybe a GPU leak issue)

OS: EndeavourOS
DE: KDE Plasma 6.2.2 (Wayland)
Kernel: 6.11.5-arch1-1 (64-bit)
CPU: AMD Ryzen 5600
GPU: AMD RX6600
Proton version: Experimental and GE Proton 9-15

The most worrying part is the issue not being able to be properly fixed before the beta ends, hopefully capcom ends up extending the time period for it cuz even on the windows side it's rough.

@TNTftw21
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TNTftw21 commented Nov 1, 2024

Can confirm the terrain issues reported, even with all settings turned down to the absolute lowest. I agree that it appears to be an issue with terrain "chunks" having their vertices... misplaced. Gameplay objects - particles, characters, decorations, etc. - appear to be unaffected. Also, it might just be my system configuration specifically, but I'm not getting menu effects or certain dialogue.

OS: Mint 21.3
DE: Cinnaon 6.0.4
Kernel: 6.11.3-x64v3-xanmod2
CPU: AMD Ryzen 9 3900X
GPU: NVIDIA RTX 3060 Ti (LHR)
Proton: GE 9-18

Like with others, I had to use VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 to get the game passed the opening logos. Based on similar experiences I've had trying to get Monado working, I'm going to guess that this is a problem with NVIDIA either poorly implementing or outright not implementing features in their Linux drivers.

@minecraft2048
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I managed to catch AMD GPU hang on Steam Deck:

[Nov 1 17:44] [drm] Fence fallback timer expired on ring comp_1.0.0
[Nov 1 18:03] [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring sdma0 timeout, signaled seq=180525, emitted seq=180527
[  +0.000580] [drm:amdgpu_job_timedout [amdgpu]] *ERROR* Process information: process  pid 0 thread  pid 0
[  +0.000619] amdgpu 0000:04:00.0: amdgpu: GPU reset begin!
[  +0.093958] amdgpu 0000:04:00.0: amdgpu: MODE2 reset
[  +0.010152] amdgpu 0000:04:00.0: amdgpu: GPU reset succeeded, trying to resume
[  +0.000586] [drm] PCIE GART of 1024M enabled (table at 0x000000F43FC00000).
[  +0.000122] [drm] PSP is resuming...
[  +0.022186] [drm] reserve 0xa00000 from 0xf43e000000 for PSP TMR
[Nov 1 18:04] amdgpu 0000:04:00.0: amdgpu: SMU is resuming...
[  +0.000379] amdgpu 0000:04:00.0: amdgpu: SMU is resumed successfully!
[  +0.009927] [drm] DMUB hardware initialized: version=0x0300000A
[  +0.077513] [drm] Failed to add display topology, DTM TA is not initialized.
[  +0.014550] [drm] kiq ring mec 2 pipe 1 q 0
[  +0.002349] [drm] VCN decode and encode initialized successfully(under DPG Mode).
[  +0.000441] [drm] JPEG decode initialized successfully.
[  +0.000010] amdgpu 0000:04:00.0: amdgpu: ring gfx_0.0.0 uses VM inv eng 0 on hub 0
[  +0.000006] amdgpu 0000:04:00.0: amdgpu: ring comp_1.0.0 uses VM inv eng 1 on hub 0
[  +0.000004] amdgpu 0000:04:00.0: amdgpu: ring comp_1.1.0 uses VM inv eng 4 on hub 0
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring comp_1.2.0 uses VM inv eng 5 on hub 0
[  +0.000004] amdgpu 0000:04:00.0: amdgpu: ring comp_1.3.0 uses VM inv eng 6 on hub 0
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring comp_1.0.1 uses VM inv eng 7 on hub 0
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring comp_1.1.1 uses VM inv eng 8 on hub 0
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring comp_1.2.1 uses VM inv eng 9 on hub 0
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring comp_1.3.1 uses VM inv eng 10 on hub 0
[  +0.000004] amdgpu 0000:04:00.0: amdgpu: ring kiq_0.2.1.0 uses VM inv eng 11 on hub 0
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring sdma0 uses VM inv eng 12 on hub 0
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring vcn_dec_0 uses VM inv eng 0 on hub 8
[  +0.000004] amdgpu 0000:04:00.0: amdgpu: ring vcn_enc_0.0 uses VM inv eng 1 on hub 8
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring vcn_enc_0.1 uses VM inv eng 4 on hub 8
[  +0.000003] amdgpu 0000:04:00.0: amdgpu: ring jpeg_dec uses VM inv eng 5 on hub 8
[  +0.003168] amdgpu 0000:04:00.0: amdgpu: recover vram bo from shadow start
[  +0.000007] amdgpu 0000:04:00.0: amdgpu: recover vram bo from shadow done
[  +0.000110] amdgpu 0000:04:00.0: amdgpu: GPU reset(1) succeeded!
[  +1.135149] input: Steam Deck as /devices/pci0000:00/0000:00:08.1/0000:04:00.4/usb3/3-3/3-3:1.2/0003:28DE:1205.0003/input/input25

Steam Deck LCD

@lorentzforces
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lorentzforces commented Nov 1, 2024

For anyone trying to troubleshoot the terrain/vertex issue, the setting which seems to affect it is called "Surface Quality", and it appears ONLY when accessing graphics options via the main menu.

If you access the graphics settings menu while loaded into the world, this option will not appear.

@pixelcluster
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pixelcluster commented Nov 1, 2024

@minecraft2048 The sdma0 ring hanging is most likely unrelated to the game, that issue should go away if you update to SteamOS 3.6.

(To be clear, this is a different issue compared to the other GPU hangs where for example "ring gfx_0.0.0" times out. These gfx ring timeouts might not be fixed in 3.6, but the SDMA timeout is.)

@jn64
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jn64 commented Nov 1, 2024

I get identical amdgpu crash (page fault in thread vkd3d_queue) as #8206 (comment). Graphics freeze after a few minutes while changing settings in main menu. Sound was still playing normally (not frozen or looping).

I can recover the system using Alt-SysRq r e i to kill Xorg, but after such crash it's safer to reboot anyway.

OS: Fedora Linux 39 (Thirty Nine)
KERNEL: 6.11.5-100.fc39.x86_64
CPU: Intel Core i5-8400 @ 2.80GHz
GPU: AMD Radeon RX 6600 (radeonsi, navi23, LLVM 17.0.6, DRM 3.59, 6.11.5-100.fc39.x86_64)
GPU DRIVER: 4.6 Mesa 23.3.6
RAM: 16 GB
Proton Experimental Bleeding Edge (1730411043 experimental-bleeding-edge-9.0-131609-20241031-p824747-w9c0d54-df74b2c-vdd7ad6)


Update: setting all graphics settings to the absolute lowest possible, including 1280x720 resolution and 30fps cap, allowed me to play the game for 1hr+ before crashing.

@braiam
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braiam commented Nov 1, 2024

The game keeps capturing the cursor even if not being the active window. I'm not sure if that's a game issue or a Linux issue.

@Dwyriel
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Dwyriel commented Nov 1, 2024

I'm having severe artifacts problems with this game, models either disappearing for a few seconds or polygons being stretched into oblivion (had to do the first hunt completely blind because the screen was covered by just stretched pollies from the monster, but then game crashed after killing it so lost even that little bit of progress as well).
Also experiencing frequent crashes. I tried recording the game but it just makes it crash even faster (in the first minute or so), here's the few mins I was able to record.

I'm on nvidia and tried both driver versions 560.35.03 and the newest 565.57.01, as well as proton-experimental bleeding edge and proton-ge 9.18.

full system specs:

OS: ArchLinux
Kernel: 6.11.5-arch1-1
DE: Plasma 6.2.2 (X11)
WM: KWin
CPU: AMD Ryzen 7 5700X3D
GPU: NVIDIA GeForce RTX 3080 
Driver Version: 565.57.01
RAM: 16 GB

@ClearlyClaire
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I have the same amdgpu: ring gfx_0.0.0. timeout in vkd3d_queue that reliably occurs after a few minutes of otherwise perfectly-fine gameplay using Proton Experimental's bleeding edge.

OS: Debian (testing)
Kernel: 6.11.4-amd64
DE: Gnome 3 (X11)
CPU: AMD Ryzen 9 5950X
GPU: AMD Radeon RX 6900 XT (radeonsi, navi21, LLVM 19.1.1, DRM 3.59, 6.11.4-amd64)
Driver Version: 4.6 (Compatibility Profile) Mesa 24.2.4-1

@Iymarra
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Iymarra commented Nov 1, 2024

Replying to #8206 (comment)

I'm also in this situation, running same gpu, same driver, just with Manjaro

@Green-Sky
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Replying to #8206 (comment)

I also had this, but after loading latest bleeding-edge now, it just crashes now (instead?) after ~1-2min.

@Tinter
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Tinter commented Nov 1, 2024

Been messing with this all evening here. Couldn't launch at first, until I tried Proton Experimental with bleeding edge. GE-Proton9-18 was worse, some models didn't render. Had to switch surface quality to low to get the ground to render properly, which can only be done in the settings from the main menu. Random polygons would still appear. Then I was stuck with occasional freezing, every 5-30 minutes my whole computer would freeze, before recovering after some 30 seconds, but the game would be stuck, although sound would be playing normally. A warning from the Kernel would appear in my log:
kernel: NVRM: Xid (PCI:0000:01:00): 109, pid=352215, name=MonsterHunterWi, Ch 000000ca, errorString CTX SWITCH TIMEOUT, Info 0x5c0c2

This is where I am now, lowering everything to the absolute minimum, with FSR on ultra performance seemed to actually improve stability, letting me play an hour before freezing, enough to actually do some content. After that, next attempt did not end in a freeze, but the random polygons would get so intense my whole screen started flickering leaving me unable to see anything. At first just whenever I looked in a specific direction, but soon it appeared no matter where I was looking and I could only navigate by minimap. Here's a not so helpful picture, as it doesn't convey how awful the flickering really was, but at least you can see how impossible it was to tell what was actually going on.
image

I don't know what about the settings actually made a difference (Just FSR?) or if it was even just a fluke. Out of 2 runs, it did not cause a lockup within 30 minutes.

OS: Arch Linux x86_64
Kernel: Linux 6.11.5-arch1-1
DE: KDE Plasma 6.2.2 (X11)
CPU: AMD Ryzen 5 7600X (12) @ 5.45 GHz
GPU 2: NVIDIA GeForce RTX 2080 Ti Rev. A
Driver Version: nvidia 560.35.03-17

@braiam
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braiam commented Nov 1, 2024

Replying to #8206 (comment)

Whatever this crash is, it seems to only affect AMD GPU's, also no video quality configuration seems to affect the behavior. I didn't test with gamescope but I also don't expect anything different.

The way to reproduce it is to pass enough in-game time, and then move the camera (technically, is that something that wasn't in frame now becomes in frame, but moving the camera usually achieve the same results).

@IceBird3
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IceBird3 commented Nov 1, 2024

Hello im quite new to linux and i have the freeze and audio issue already described here as well.
Game works for like 5-15 mins and then goes into a full freeze for me although I still hear the sound and my friends talking on TS3 and they are also hearing me, my display is completely frozen and does not allow me to click on anything hence I have to restart my PC everytime that happens.

Using Proton Experimental
Idk what is important for the driver so i just put the whole info from my terminal regarding that:

My Specs:
OS: Linux Mint 22
Kernel: Linux 6.8.0-48-generic
Architecture: x86-64
CPU: AMD Ryzen 7 5800X
GPU: Radeon RX 6800 XT
Driver:

Device-1: AMD Navi 21 [Radeon RX 6800/6800 XT / 6900 XT] driver: amdgpu
v: kernel
Display: x11 server: X.Org v: 21.1.11 with: Xwayland v: 23.2.6 driver: X:
loaded: amdgpu unloaded: fbdev,modesetting,radeon,vesa dri: radeonsi
gpu: amdgpu resolution: 1: 1920x1080 2: 2560x1440~165Hz 3: 1920x1080
API: EGL v: 1.5 drivers: kms_swrast,radeonsi,swrast
platforms: gbm,x11,surfaceless,device
API: OpenGL v: 4.6 compat-v: 4.5 vendor: amd mesa v: PPA renderer: AMD
Radeon RX 6800 XT (radeonsi navi21 LLVM 17.0.6 DRM 3.57 6.8.0-48-generic)
API: Vulkan v: 1.3.275 drivers: N/A surfaces: xcb,xlib

@CoolMan-Al
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I am also getting the full gpu crash after a 10 or so minutes as well as the fsr3 not rendering anything bug.

Using Proton Experimental Bleeding Edge with gamemode and mangohud. Issue still happens without gamemode.

EndeavourOS
Kernel: Linux 6.11.5-zen1-1-zen
DE: KDE Plasma 6.2.2 (Wayland)
CPU: AMD Ryzen 7 5700X
GPU: AMD Radeon RX 6700 XT
Mesa: 1:24.2.5-1
RAM: 32 GB

@Darkrium
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Darkrium commented Nov 2, 2024

Joining the bandwagon to say I also have the exact same freezing issue. I have had mixed results lowering the settings as it seems to last a little longer? Maybe it's just luck and a fluke though.

Nobara 40
Kernel: 6.11.5-200.fsync.fc40.x86_64
DE: KDE Plasma 6.2.2 wayland
CPU: AMD Ryzen 7 5800X
GPU: RX 7800 XT
Mesa: 24.3.0
RAM: 16GB

@apoisonedgift
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Same as everyone else. Game crashes anywhere from instantly to 20ish minutes and there seems to be no pattern. Different settings and that don't seem to matter, running it on lowest vs highest makes no difference etc. It does seem like the game runs fairly decently when its not crashing though lol

Arch x86_64
Kernel: 6.11.5-arch1-1
DE: KDE Plasma 6.2.2 x11
CPU: Ryzen 3900XT
GPU: Radeon 6800XT
Mesa: 24.3.0
RAM: 32GB

@NickelWW
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NickelWW commented Nov 2, 2024

same crashes as everyone else, same error in log as that one guy that uploaded his.
crashes usually happen within 5 minutes but a few times happened at more like 10 minutes.

OS: Fedora Linux 41 (KDE Plasma)
KERNEL: 6.11.5-300.fc41.x86_64
CPU: 12th Gen Intel Core i9-12900K
GPU: Radeon RX 7900 XTX
GPU DRIVER: Mesa 24.2.5
RAM: 32 GB DDR4 3200mhz (XMP)

@NTrixner
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NTrixner commented Nov 2, 2024

Have the same issue with freezing after around 10-20 minutes of gameplay
Tried experimental, GE-Proton9-11, and GE-Proton9-18

OS: Manjaro KDE
KERNEL: 6.10.13-3-MANJARO (64 Bit)
CPU: AMD Ryzen 9 3900X
GPU: Radeon RX 7900 XT
GPU DRIVER: Mesa 24.2.4-arch1.0.1
RAM: 64 GB DDR4 2133 MT/s

Logs are full of this warning:

vkd3d-proton:vk_image_aspect_flags_from_d3d12: Invalid plane index 0 for format 0.
There's actually so many of these, that it completely blows up the file (180 MiB for about 20 minutes of gameplay), so I can't really attach it.

These are the errors in the log, at different points during the gameplay

75760.216:0124:0128:err:kerberos:kerberos_LsaApInitializePackage no Kerberos support, expect problems
75760.218:0124:0128:err:ntlm:ntlm_LsaApInitializePackage no NTLM support, expect problems
75783.563:0124:0218:err:combase:RoGetActivationFactory Failed to find library for L"Windows.Internal.System.Profile.RegionPolicyEvaluator"

And then at the end:

radv/amdgpu: The CS has been cancelled because the context is lost. This context is guilty of a soft recovery.
76667.976:0124:01bc:err:vkd3d-proton:vkd3d_wait_for_gpu_timeline_semaphore: Failed to wait for Vulkan timeline semaphore, vr -4.
76667.976:0124:01bc:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000044360080 is lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").
76667.977:0124:01bc:err:vkd3d-proton:vkd3d_wait_for_gpu_timeline_semaphore: Failed to wait for Vulkan timeline semaphore, vr -4.
76667.977:0124:01bc:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000044360080 is lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").
76667.977:0124:01bc:err:vkd3d-proton:vkd3d_wait_for_gpu_timeline_semaphore: Failed to wait for Vulkan timeline semaphore, vr -4.
76667.977:0124:01bc:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000044360080 is lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").
76667.978:0124:0480:warn:threadname:NtSetInformationThread Thread renamed to L"wine_threadpool_worker"
76667.978:0124:0454:warn:threadname:NtSetInformationThread Thread renamed to L"wine_threadpool_worker"

So I guess somehow the GPU context breaks?

@Vanane
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Vanane commented Nov 2, 2024

#8206 (comment)

Here's a log from another crash. I removed all the warning logs about VK plugins that fill almost the entire file, like vk_image_aspect_flags_from_d3d12 and d3d12_pipeline_state_init_graphics_create_info, and truncated to get only the logs starting from the second the game froze.
It was a complete OS crash, this time, by the way.

less-steam-3065170.log

This block specifically sounds important, as it could point out to an issue with Mesa :

radv/amdgpu: The CS has been cancelled because the context is lost. This context is innocent.
radv: GPUVM fault detected at address 0x800064800000.
GCVM_L2_PROTECTION_FAULT_STATUS: 0x101431
CLIENT_ID: (SQC (data)) 0xa
MORE_FAULTS: 1
WALKER_ERROR: 0
PERMISSION_FAULTS: 3
MAPPING_ERROR: 0
RW: 0
X connection to :1 broken (explicit kill or server shutdown).

I've found several issues on some other games/unrelated projects that may point out that there are issues with tensors calculation or smth. So I guess, FSR may be problematic ? idk how it works, i'm just linking words together with my poor knowledge 👀

This might be worth trying, too :
https://gitlab.freedesktop.org/drm/amd/-/issues/2496

Update : I could get almost an entire hour of gameplay, yipeee. But it crashed eventually, even ith that AMD_DEBUG thingy. Game was on High settings, FSR disabled.

@skygrango
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if you are using amd gpu
you can try to use RADV_DEBUG=syncshaders with latest proton experimental bleeding edge

This at least got me out of a ten-minute crash, even at the expense of a considerable fps drop.

I can finally play the game normally :)

@Vanane
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Vanane commented Nov 2, 2024

#8206 (comment)

Aside from running the game at 20fps, it didn't prevent it from crashing 10 minutes in.

@apoisonedgift
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if you are using amd gpu you can try to use RADV_DEBUG=syncshaders with latest proton experimental bleeding edge

This at least got me out of a ten-minute crash, even at the expense of a considerable fps drop.

I can finally play the game normally :)

I was able to finally finish the doshaguma fight with this... but it wasn't worth it lol. It was running at 40fps the whole time with frame generation ON and all settings on lowest, so it felt and looked absolutely terrible. I also can't say for sure this command stopped the crash because previously I was able to go 15-20 minutes running around exploring and stuff without a crash, then it would just crash randomly. This was abotu 20 minutes also. But first test seems like it works - I won't be doing more testing with that though because it feels awful haha

@skygrango
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skygrango commented Nov 2, 2024

8206 comment

I'm sorry I couldn't help, I tried to tell you more about my other settings
spec
archlinux with mesa-git
rx 7900xtx

  1. Use windowed mode (this also means turning off VRR)
  2. Turn off vertical sync
  3. Turn off NVIDIA Reflex

I just got through the first chapter and am trying out the multiplayer

@skygrango
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I was able to finally finish the doshaguma fight with this... but it wasn't worth it lol. …..

I have to turn off frame generation . FSR 3 only.
low fps isn’t good with it …

@apoisonedgift
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I was able to finally finish the doshaguma fight with this... but it wasn't worth it lol. …..

I have to turn off frame generation . FSR 3 only. low fps isn’t good with it …

I tried it with and without... it felt about the same either way haha. I think 20fp is going to feel bad regardless of generation or not sadly :P

@ClearlyClaire
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if you are using amd gpu you can try to use RADV_DEBUG=syncshaders with latest proton experimental bleeding edge

This at least got me out of a ten-minute crash, even at the expense of a considerable fps drop.

I can finally play the game normally :)

This seemed to help, as I've been able to play for much longer (although with fairly poor performances). But I eventually hit the same issue:

kernel logs
[ 7039.531343] amdgpu 0000:2f:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=4796796, emitted seq=4796798
[ 7039.531352] amdgpu 0000:2f:00.0: amdgpu: Process information: process MonsterHunterWi pid 20563 thread vkd3d_queue pid 20647
[ 7039.531354] amdgpu 0000:2f:00.0: amdgpu: GPU reset begin!
[ 7039.766003] amdgpu 0000:2f:00.0: amdgpu: Dumping IP State
[ 7039.767708] amdgpu 0000:2f:00.0: amdgpu: Dumping IP State Completed
[ 7039.767711] amdgpu 0000:2f:00.0: amdgpu: MODE1 reset
[ 7039.767714] amdgpu 0000:2f:00.0: amdgpu: GPU mode1 reset
[ 7039.767776] amdgpu 0000:2f:00.0: amdgpu: GPU smu mode1 reset
[ 7040.289440] amdgpu 0000:2f:00.0: amdgpu: GPU reset succeeded, trying to resume
[ 7040.290060] [drm] PCIE GART of 512M enabled (table at 0x0000008000F00000).
[ 7040.290143] [drm] VRAM is lost due to GPU reset!
[ 7040.290145] amdgpu 0000:2f:00.0: amdgpu: PSP is resuming...
[ 7040.369177] amdgpu 0000:2f:00.0: amdgpu: reserve 0xa00000 from 0x83fd000000 for PSP TMR
[ 7040.510805] amdgpu 0000:2f:00.0: amdgpu: SECUREDISPLAY: securedisplay ta ucode is not available
[ 7040.510810] amdgpu 0000:2f:00.0: amdgpu: SMU is resuming...
[ 7040.510815] amdgpu 0000:2f:00.0: amdgpu: smu driver if version = 0x00000040, smu fw if version = 0x00000041, smu fw program = 0, version = 0x003a5a00 (58.90.0)
[ 7040.510818] amdgpu 0000:2f:00.0: amdgpu: SMU driver if version not matched
[ 7040.510850] amdgpu 0000:2f:00.0: amdgpu: use vbios provided pptable
[ 7040.589444] amdgpu 0000:2f:00.0: amdgpu: SMU is resumed successfully!
[ 7040.590902] [drm] DMUB hardware initialized: version=0x02020020
[ 7040.725893] [drm] kiq ring mec 2 pipe 1 q 0
[ 7040.732471] amdgpu 0000:2f:00.0: amdgpu: ring gfx_0.0.0 uses VM inv eng 0 on hub 0
[ 7040.732474] amdgpu 0000:2f:00.0: amdgpu: ring gfx_0.1.0 uses VM inv eng 1 on hub 0
[ 7040.732476] amdgpu 0000:2f:00.0: amdgpu: ring comp_1.0.0 uses VM inv eng 4 on hub 0
[ 7040.732477] amdgpu 0000:2f:00.0: amdgpu: ring comp_1.1.0 uses VM inv eng 5 on hub 0
[ 7040.732479] amdgpu 0000:2f:00.0: amdgpu: ring comp_1.2.0 uses VM inv eng 6 on hub 0
[ 7040.732480] amdgpu 0000:2f:00.0: amdgpu: ring comp_1.3.0 uses VM inv eng 7 on hub 0
[ 7040.732481] amdgpu 0000:2f:00.0: amdgpu: ring comp_1.0.1 uses VM inv eng 8 on hub 0
[ 7040.732483] amdgpu 0000:2f:00.0: amdgpu: ring comp_1.1.1 uses VM inv eng 9 on hub 0
[ 7040.732484] amdgpu 0000:2f:00.0: amdgpu: ring comp_1.2.1 uses VM inv eng 10 on hub 0
[ 7040.732485] amdgpu 0000:2f:00.0: amdgpu: ring comp_1.3.1 uses VM inv eng 11 on hub 0
[ 7040.732487] amdgpu 0000:2f:00.0: amdgpu: ring kiq_0.2.1.0 uses VM inv eng 12 on hub 0
[ 7040.732488] amdgpu 0000:2f:00.0: amdgpu: ring sdma0 uses VM inv eng 13 on hub 0
[ 7040.732489] amdgpu 0000:2f:00.0: amdgpu: ring sdma1 uses VM inv eng 14 on hub 0
[ 7040.732491] amdgpu 0000:2f:00.0: amdgpu: ring sdma2 uses VM inv eng 15 on hub 0
[ 7040.732492] amdgpu 0000:2f:00.0: amdgpu: ring sdma3 uses VM inv eng 16 on hub 0
[ 7040.732494] amdgpu 0000:2f:00.0: amdgpu: ring vcn_dec_0 uses VM inv eng 0 on hub 8
[ 7040.732495] amdgpu 0000:2f:00.0: amdgpu: ring vcn_enc_0.0 uses VM inv eng 1 on hub 8
[ 7040.732496] amdgpu 0000:2f:00.0: amdgpu: ring vcn_enc_0.1 uses VM inv eng 4 on hub 8
[ 7040.732497] amdgpu 0000:2f:00.0: amdgpu: ring vcn_dec_1 uses VM inv eng 5 on hub 8
[ 7040.732499] amdgpu 0000:2f:00.0: amdgpu: ring vcn_enc_1.0 uses VM inv eng 6 on hub 8
[ 7040.732500] amdgpu 0000:2f:00.0: amdgpu: ring vcn_enc_1.1 uses VM inv eng 7 on hub 8
[ 7040.732501] amdgpu 0000:2f:00.0: amdgpu: ring jpeg_dec uses VM inv eng 8 on hub 8
[ 7040.740670] amdgpu 0000:2f:00.0: amdgpu: recover vram bo from shadow start
[ 7040.781401] amdgpu 0000:2f:00.0: amdgpu: recover vram bo from shadow done
[ 7040.781428] amdgpu 0000:2f:00.0: amdgpu: GPU reset(2) succeeded!
[ 7040.781647] [drm:amdgpu_cs_ioctl [amdgpu]] *ERROR* Failed to initialize parser -125!

@Valmar33
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Valmar33 commented Nov 2, 2024

if you are using amd gpu you can try to use RADV_DEBUG=syncshaders with latest proton experimental bleeding edge
This at least got me out of a ten-minute crash, even at the expense of a considerable fps drop.
I can finally play the game normally :)

This seemed to help, as I've been able to play for much longer (although with fairly poor performances). But I eventually hit the same issue:
kernel logs

One of the odder solutions I found was to build a debug version of vkd3d-proton, dump those DLLs in the game folder, and put RADV_DEBUG=syncshaders VKD3D_CONFIG=breadcrumbs WINEDLLOVERRIDES="d3d12,d3d12core=n,b" %command% in the launch options. For whatever reason, this has fully prevented driver and game crashes for me, at the cost of some occasional severe stuttering and performance weirdness.

@Awlexus
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Awlexus commented Nov 2, 2024

I tried starting the game after uninstalling everything driver related except mesa and xf86-video-amdgpu drivers, running on proton experimental.

The game got to the stage the stage where it tries to connect and then crashed my CPU

Show something about failing to set up vulkan before the crash

Proton logs

1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_create_pipeline_variant: Failed to create Vulkan graphics pipeline, vr -4.
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Root signature: 65b6e51a25d2ec79
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Shader 0x1: 4d806bfec718e30f
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Topology: 3 (patch vertex count: 0)
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Vertex attributes: 8
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 0: binding 0, format 106, location 0, offset 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 1: binding 1, format 38, location 1, offset 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 2: binding 1, format 38, location 2, offset 4
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 3: binding 2, format 83, location 3, offset 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 4: binding 3, format 83, location 7, offset 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 5: binding 4, format 68, location 4, offset 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 6: binding 4, format 37, location 5, offset 8
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 7: binding 5, format 37, location 6, offset 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Vertex bindings: 6.
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 0: binding 0, input rate 0, stride 0, divisor 1
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 1: binding 1, input rate 0, stride 0, divisor 1
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 2: binding 2, input rate 0, stride 0, divisor 1
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 3: binding 3, input rate 0, stride 0, divisor 1
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 4: binding 4, input rate 0, stride 0, divisor 1
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 5: binding 5, input rate 0, stride 0, divisor 1
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: DSV: #14
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Depth test: 1 (write: 1)
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Depth bounds test: 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Stencil test: 1 (write: 1)
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Logic op enabled: 0 (logic op: 0)
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Sample count: 1 (mask: 0xffffffff, sample shading 0, alpha to coverage 0)
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Rasterizer state:
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Polygon mode: 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Line mode: 0 (width: 1.000000)
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Conservative: 0
1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Dynamic state: 0xc6b (explicit: 0)
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_create_pipeline_variant: Failed to create Vulkan graphics pipeline, vr -4.
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Root signature: 65b6e51a25d2ec79
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Shader 0x1: 4d806bfec718e30f
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Topology: 3 (patch vertex count: 0)
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Vertex attributes: 8
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 0: binding 0, format 106, location 0, offset 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 1: binding 1, format 38, location 1, offset 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 2: binding 1, format 38, location 2, offset 4
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 3: binding 2, format 83, location 3, offset 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 4: binding 3, format 83, location 7, offset 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 5: binding 4, format 68, location 4, offset 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 6: binding 4, format 37, location 5, offset 8
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 7: binding 5, format 37, location 6, offset 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Vertex bindings: 6.
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 0: binding 0, input rate 0, stride 0, divisor 1
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 1: binding 1, input rate 0, stride 0, divisor 1
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 2: binding 2, input rate 0, stride 0, divisor 1
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 3: binding 3, input rate 0, stride 0, divisor 1
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 4: binding 4, input rate 0, stride 0, divisor 1
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: 5: binding 5, input rate 0, stride 0, divisor 1
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: DSV: #14
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Depth test: 1 (write: 1)
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Depth bounds test: 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Stencil test: 1 (write: 1)
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Logic op enabled: 0 (logic op: 0)
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Sample count: 1 (mask: 0xffffffff, sample shading 0, alpha to coverage 0)
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Rasterizer state:
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Polygon mode: 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Line mode: 0 (width: 1.000000)
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Conservative: 0
1630.507:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_log_graphics_state: Dynamic state: 0xc6b (explicit: 0)

@dmolin93
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dmolin93 commented Nov 2, 2024

if you are using amd gpu you can try to use RADV_DEBUG=syncshaders with latest proton experimental bleeding edge

This at least got me out of a ten-minute crash, even at the expense of a considerable fps drop.

I can finally play the game normally :)

Can also verify that this works but with big emphasis on fps drops. I had to put everything on lowest and got 30-45 FPS in a hunt. With all the settings at lowest the visual clarity was awful so while it was playable it wasn't very fun 😅

@Eckoa
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Eckoa commented Nov 2, 2024

Replying to #8206 (comment)

Issue isn't FSR but the game doing some weird things with sparse mappings apparently. The crashes happen with or without fsr. There's an issue on the mesa tracker that the vkd3d Dev opened on it. https://gitlab.freedesktop.org/mesa/mesa/-/issues/12103

Tldr... Beta be a beta

@theDudeMan
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Just wanna share regarding polygons going everywhere (which seems like it might be Nvidia gpus only) and game freezing within ~30 minutes of starting.

So it seems restarting my computer makes both of these problems temporarily go away if I have my settings set to minimum (though my specs are not ideal for this so others may be able to use higher.) I am also using AMD fsr 3 with AMD Native AA mode (not sure if there's a difference between this, the intel alternative, or no upscaling with AA).
Doing this, I've been able to play 2 long sessions (2.5h and 1.5h) without any major graphical artifacts, though they both eventually ended with the familiar freeze. I might test later to see if higher settings cause it to freeze sooner or have artifacts.

This was with proton experimental bleeding edge, though GE 9-17/GE 9-18 worked about the same for me in previous testing. Oddly the workaround with UAV compression doesn't seem to work for me so render scale and upscaling are still broken.
Another thing with the polygon artifacts, it seems to deteriorate more over time, affecting fur or similar dynamic parts more often. It'll just start with a part of one creature, then as time goes on it happens to more and more creatures/sections (including the player model). Increasing the model quality setting temporarily resets most if not all such artifacts, though they typically come back quickly for me.

OS: Linux Mint 21.3
Kernel Version: 6.8.0-48-generic
CPU: Intel Core i3-10100F
GPU: Nvidia Geforce GTX 1070
GPU DRIVER: 560.35.03
RAM: 16GB (+16GB of swap)

@NickelWW
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NickelWW commented Nov 2, 2024

OS: Fedora Linux 41 (KDE Plasma)
KERNEL: 6.11.5-300.fc41.x86_64
CPU: 12th Gen Intel Core i9-12900K
GPU: Radeon RX 7900 XTX
GPU DRIVER: Mesa 24.2.5
RAM: 32 GB DDR4 3200mhz (XMP)

with RADV_DEBUG=syncshaders & latest proton experimental, I'm still crashing just as often, but now with worse frames :p

a slight difference, the first time it hung, it recovered, which it had never done before, but then my entire OS had to be restarted when it happened again a few minutes later (as was happening before)

@WhiteEyeDoll
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WhiteEyeDoll commented Nov 2, 2024

I was able to hunt all the available monsters on the first day.
Solo hunting. Base camp online features work but did not test party hunting.

Dunes, bushes and other foliage cause some graphical artefacts.
Needed to turn surface quality (from main menu only) and ambient occlusion down for being able to see in front of me but some glitches still remain.

Certain areas cause performance hits. Playing with max settings (minus the previosly mentioned) and 2160p resolution.

VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 PROTON_ENABLE_NGX_UPDATER=1 PROTON_HIDE_NVIDIA_GPU=0 PROTON_ENABLE_NVAPI=1 MANGOHUD=1 %command%

Proton Bleeding Edge

OS: Arch Linux (KDE Plasma 6, Wayland)
KERNEL: 6.11.5-arch1-1
CPU: 13th Gen Intel Core i9-13900K
GPU: NVIDIA RTX 4080
GPU DRIVER: 560.35.03
RAM: 64GB DDR5

@johnnylamxyz
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Hi, using Proton-Experimental [bleeding-edge] fixed the initial crash that also used to happen for me.

Also, after the logo's screen, the following error happen:

Screenshot_2024-10-31_15-51-04

Using VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 in the game's launch options on Steam fixed it, and now it works normally.

Now is just to wait for the open beta to be properly released.

Worked for me, thank you!

@TheRainbowpixelz

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