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Monster Hunter Wilds (2246340) #8206
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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. |
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: Using Now is just to wait for the open beta to be properly released. |
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. |
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. |
Hi, I can confirm that. Constant flickering and KDE crashing |
Confirming the findings noted in #8206 (comment). Requiring use of self-built bleeding-edge, error after Re-Engine's splash, fixed with |
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, |
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. |
My game renders the menu HUD, but not any 3D. Its just a black screen with HUD. bleeding edge proton experimental |
Disabling the upscaller fixed it. |
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 |
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. |
Can confirm the same artifacting and performance issues on an RTX 3090. Tried on Proton Experimental Bleeding Edge as well as GE 9-17 |
Setting that option to down did fix the terrain artifacts. |
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. |
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 |
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) System Specs: |
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 |
The beta seems to kill AMD GPU after running pretty perfectly for several minutes:
Arch Linux with 6.11.5-zen1-1-zen, PowerColor RX 6700 XT, KDE Plasma Wayland |
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 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. |
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 Like with others, I had to use |
I managed to catch AMD GPU hang on Steam Deck:
Steam Deck LCD |
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. |
@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.) |
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 OS: Fedora Linux 39 (Thirty Nine) 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. |
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. |
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). 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:
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I have the same
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I'm also in this situation, running same gpu, same driver, just with Manjaro |
I also had this, but after loading latest bleeding-edge now, it just crashes now (instead?) after ~1-2min. |
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). |
Hello im quite new to linux and i have the freeze and audio issue already described here as well. Using Proton Experimental My Specs: Device-1: AMD Navi 21 [Radeon RX 6800/6800 XT / 6900 XT] driver: amdgpu |
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 |
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 |
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 |
same crashes as everyone else, same error in log as that one guy that uploaded his.
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Have the same issue with freezing after around 10-20 minutes of gameplay
Logs are full of this warning:
These are the errors in the log, at different points during the gameplay
And then at the end:
So I guess somehow the GPU context breaks? |
Here's a log from another crash. I removed all the warning logs about VK plugins that fill almost the entire file, like This block specifically sounds important, as it could point out to an issue with Mesa :
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 : 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. |
if you are using amd gpu 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 :) |
Aside from running the game at 20fps, it didn't prevent it from crashing 10 minutes in. |
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 |
I'm sorry I couldn't help, I tried to tell you more about my other settings
I just got through the first chapter and am trying out the multiplayer |
I have to turn off frame generation . FSR 3 only. |
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 |
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
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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 |
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 logs1630.307:0124:0150:err:vkd3d-proton:d3d12_pipeline_state_create_pipeline_variant: Failed to create Vulkan graphics pipeline, vr -4. |
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 😅 |
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 |
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). 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.
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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) |
I was able to hunt all the available monsters on the first day. Dunes, bushes and other foliage cause some graphical artefacts. Certain areas cause performance hits. Playing with max settings (minus the previosly mentioned) and 2160p resolution.
Proton Bleeding Edge OS: Arch Linux (KDE Plasma 6, Wayland) |
Worked for me, thank you! |
Compatibility Report
System Information
I confirm:
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.
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