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CS2 Freezes on opening menus as of 07/11/2024 Update #3803

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Doomguy1364 opened this issue Jul 14, 2024 · 280 comments
Closed

CS2 Freezes on opening menus as of 07/11/2024 Update #3803

Doomguy1364 opened this issue Jul 14, 2024 · 280 comments
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@Doomguy1364
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System information
OS: Arch Linux
KERNEL: 6.9.9-arch1-1
CPU: AMD Ryzen 7 7800X3D 8-Core
GPU: AMD Radeon RX 7900 XTX (radeonsi, navi31, LLVM 18.1.8, DRM 3.57, 6.9.9-arch1-1)
GPU DRIVER: 4.6 Mesa 24.1.3-arch1.1
RAM: 32 GB

Text file with steam runtime diagnostic print: Runtime.txt

Have you checked for system updates?
Yes, as well as completely reinstalling CS2

Please describe your issue in as much detail as possible:
When switching to a new part of the UI or opening the pause menu in-game CS2 Will hang for a few seconds before recovering. This issue was introduced as of the 07/11/2024 update; Before this update, the game had no issues with freezing in menus!

Steps for reproducing this issue:
Launch CS2, switch to inventory or play, game will freeze.
Or once in game; Open menu via escape, game will freeze.

Below are a few snip its of things that around the game freezing as well as a full log from a game from boot to close with multiple freezes from switching around some menus as well as starting and ending an offline practice game opening and closing the pause menu.

Full developer console log: consolelog.log

[Developer] Failed to find ui preference 'panorama_play_movie_ambient_sound'
[WorldRenderer] CWorldRendererMgr::ServiceWorldRequests long frame: 15.031560ms

Warning: have oustanding per-frame memory stack with 7 allocations
Warning: have oustanding per-frame memory stack with 3 allocations
Warning: have oustanding per-frame memory stack with 5 allocations
Warning: have oustanding per-frame memory stack with 44 allocations
Warning: have oustanding per-frame memory stack with 261 allocations
Warning: have 6 in use and 0 free per-frame memory stacks outstanding. The oldest stack was created at present 1, and we're now on present 3099
Warning: have oustanding per-frame memory stack with 7 allocations
Warning: have oustanding per-frame memory stack with 3 allocations
Warning: have oustanding per-frame memory stack with 5 allocations
Warning: have oustanding per-frame memory stack with 44 allocations
Warning: have oustanding per-frame memory stack with 261 allocations
Warning: have 6 in use and 0 free per-frame memory stacks outstanding. The oldest stack was created at present 1, and we're now on present 3100
Warning: have oustanding per-frame memory stack with 7 allocations
Warning: have oustanding per-frame memory stack with 3 allocations
Warning: have oustanding per-frame memory stack with 5 allocations
Warning: have oustanding per-frame memory stack with 44 allocations
Warning: have oustanding per-frame memory stack with 261 allocations
Warning: have 6 in use and 0 free per-frame memory stacks outstanding. The oldest stack was created at present 1, and we're now on present 3101
Warning: have oustanding per-frame memory stack with 7 allocations
Warning: have oustanding per-frame memory stack with 3 allocations
Warning: have oustanding per-frame memory stack with 5 allocations
Warning: have oustanding per-frame memory stack with 44 allocations
Warning: have oustanding per-frame memory stack with 261 allocations
Warning: have 6 in use and 0 free per-frame memory stacks outstanding. The oldest stack was created at present 1, and we're now on present 3102
Warning: have oustanding per-frame memory stack with 7 allocations
Warning: have oustanding per-frame memory stack with 7 allocations
Warning: have oustanding per-frame memory stack with 3 allocations
Warning: have oustanding per-frame memory stack with 5 allocations
Warning: have oustanding per-frame memory stack with 44 allocations
Warning: have oustanding per-frame memory stack with 261 allocations
Warning: have 6 in use and 0 free per-frame memory stacks outstanding. The oldest stack was created at present 1, and we're now on present 3103

[Developer] Failed to find ui preference 'panorama_play_movie_ambient_sound'
[Developer] Failed to find ui preference 'panorama_play_movie_ambient_sound'

[Developer] Failed to find ui preference 'spec_autodirector_cameraman'

@lou-perret
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Same here, menu works well but is very slow when I press any button :(

https://gist.github.com/lou-perret/c62dd00fd5598dfab74bf2ae53f3834a

@grownassben
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Yep, same here. Takes between 15 and 45 seconds before CS2 responds after certain menu selections. The number of open issues I have are starting to pile up.
Specs

@Vrobenmat
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Same issue

@hellotehworld

This comment was marked as duplicate.

@lou-perret
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I also get some freezes in game that i never had before, not sure it's related

when it happens, here's what I have in the console

Excessive frame time of 379.43ms clamped.  Acting as if the frame only took 100.00ms
 372.72ms Client Simulation
 370.49ms FileSystem
   3.70ms Frame Boundary
   2.67ms Client Rendering
   0.78ms PanoramaUI
   0.76ms Prediction

I'd like to diagnose this further to see what the game is trying to access but I'm too afraid to trigger VAC

@memorais
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memorais commented Jul 15, 2024

I'm also experiencing the same issue with in game freezes. Here with Debian GNU/Linux Trixie. Any workaround?

@lxmadabc
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lxmadabc commented Jul 15, 2024

Same issue with game freezes. Startup takes a long time with vulkan shader pre caching (not sure if that is related or another open issue). Once my game starts up, every screen freezes first before it loads (the short valve and cs2 screens, then main menu, then match select, etc). Map loading takes more than one minute too.

Specs:
AMD R5 5600G
16 GB RAM
RX 6650 XT
1080p 165 Hz Monitor
Manjaro (arch) with stock 6.9.5-1 kernel (been a problem on previous kernels, too
amdvlk and lib32-amdvlk both installed; ReBAR enabled.

I get around 100-150 fps in matches with occasional noticable drops. Worse experience than windows with GTX 970 back in the days.

A few select errors which showed up on console which i logged. First was during loading of the game:

....
[Shooting] cl: ReadFrameInput - Presented data has no mod info
CCSGO_BlurTarget - Unable to find panel with the given id "loadingscreen__blur-target"! Panel is possibly created dynamically.
[CL CommandQueue] CQ enabled, using client-controlled JIT async send mode
[SndOperators] Error: Operator set_soundevent_block, EntryMatchList has no free slots!
[ResourceSystem] Failed loading resource "panorama/images/overheadmaps/de_ancient_radar_spectate_psd.vtex_c" (ERROR_FILEOPEN: File not found)
Warning: have oustanding per-frame memory stack with 338 allocations
Warning: have oustanding per-frame memory stack with 496 allocations
Warning: have oustanding per-frame memory stack with 1 allocations
Warning: have oustanding per-frame memory stack with 6 allocations
Warning: have oustanding per-frame memory stack with 183 allocations
Warning: have 6 in use and 0 free per-frame memory stacks outstanding. The oldest stack was created at present 1, and we're now on present 169052
Warning: have oustanding per-frame memory stack with 338 allocations
Warning: have oustanding per-frame memory stack with 496 allocations
Warning: have oustanding per-frame memory stack with 1 allocations
Warning: have oustanding per-frame memory stack with 6 allocations
Warning: have oustanding per-frame memory stack with 183 allocations
Warning: have 6 in use and 0 free per-frame memory stacks outstanding. The oldest stack was created at present 1, and we're now on present 169053
[MaterialSystem] Texture g_tTextureB doesn't exist in compmat_texgen_pass_3.vmat!
[RenderSystem] returning error texture in CTextureManagerVulkan::GetTextureResource
Warning: have oustanding per-frame memory stack with 338 allocations
Warning: have oustanding per-frame memory stack with 496 allocations
Warning: have oustanding per-frame memory stack with 1 allocations
Warning: have oustanding per-frame memory stack with 6 allocations
Warning: have oustanding per-frame memory stack with 183 allocations
Warning: have 6 in use and 0 free per-frame memory stacks outstanding. The oldest stack was created at present 1, and we're now on present 169054
[RenderSystem] Descriptor pool allocation failed on available pool, reducing descriptors to attempt allocating in pool to 757
[Client] CL:  deleting entity 441 C_WeaponM4A1 due to reconcile issue!
[Client] CL:  deleting entity 873 C_DEagle due to reconcile issue!
[Client] CL:  deleting entity 1271 C_WeaponNOVA due to reconcile issue!
[Client] CL:  deleting entity 1434 C_WeaponP250 due to reconcile issue!
[Client] CL:  deleting entity 364 C_AK47 due to reconcile issue!
[Client] CL:  deleting entity 628 C_DEagle due to reconcile issue!
[Client] CL:  deleting entity 456 C_WeaponHKP2000 due to reconcile issue!
[Client] CL:  deleting entity 569 C_WeaponM4A1 due to reconcile issue!
[Client] CL:  deleting entity 90 C_WeaponGlock due to reconcile issue!
[Client] CL:  deleting entity 138 C_WeaponNegev due to reconcile issue!
[Client] CL:  deleting entity 391 C_WeaponGlock due to reconcile issue!
[Client] CL:  deleting entity 250 C_WeaponGlock due to reconcile issue!
[Client] CL:  deleting entity 949 C_WeaponXM1014 due to reconcile issue!
[Client] CL:  deleting entity 526 C_WeaponAWP due to reconcile issue!
[Client] CL:  deleting entity 1143 C_DEagle due to reconcile issue!
[Client] CL:  deleting entity 708 C_WeaponAWP due to reconcile issue!
[Client] CL:  deleting entity 1108 C_WeaponHKP2000 due to reconcile issue!
[Client] CL:  deleting entity 1047 C_AK47 due to reconcile issue!
[Client] CL:  deleting entity 1201 C_DEagle due to reconcile issue!
[Client] CL:  deleting entity 323 C_DEagle due to reconcile issue!
[Client] CL:  deleting entity 1077 C_WeaponAWP due to reconcile issue!
[Developer] vCompMat update exceeded 0.024 seconds! [weapons/paints/legacy/so_orange_accents.vcompmat]
[Client] CL:  deleting entity 237 C_WeaponHKP2000 due to reconcile issue!
[Client] CL:  deleting entity 1272 C_WeaponFamas due to reconcile issue!
[MaterialSystem] Texture g_tTextureB doesn't exist in compmat_texgen_pass_50.vmat!
[RenderSystem] returning error texture in CTextureManagerVulkan::GetTextureResource
[Developer] vCompMat update exceeded 0.048 seconds! [weapons/paints/legacy/cu_deag_printstream.vcompmat]
[Client] prop_physics([16539): MarkInterpolationLatchFlagsDirty:  C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([16539): MarkInterpolationLatchFlagsDirty:  C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([16539): MarkInterpolationLatchFlagsDirty:  C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([16539): MarkInterpolationLatchFlagsDirty:  C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([16539): MarkInterpolationLatchFlagsDirty:  C_BaseEntity::IsLatchedPermissible() == false
[RenderSystem] Discarding abandoned streaming texture load for materials/models/weapons/customization/paints/antiqued/workshop/p2000_boom_tga_f03ac775.vtex
[RenderSystem] Deleting texture with outstanding streaming request (materials/models/weapons/customization/paints/antiqued/workshop/p2000_boom_tga_f03ac775.vtex)
ApplyOverrides_R: failed to find field 'm_flCycle' in class 'C_CSPlayerPawn'
ApplyOverrides_R: failed to find field 'm_flPrevCycle' in class 'C_CSPlayerPawn'
ApplyOverrides_R: failed to find field 'm_nNewSequenceParity' in class 'C_CSPlayerPawn'
ApplyOverrides_R: failed to find field 'm_nResetEventsParity' in class 'C_CSPlayerPawn'
ApplyOverrides_R: failed to find field 'm_flCycle' in class 'CKnife'
ApplyOverrides_R: failed to find field 'm_flCycle' in class 'CCSWeaponBaseGun'
ApplyOverrides_R: failed to find field 'm_flCycle' in class 'CCSGOViewModel'
ApplyOverrides_R: failed to find field 'm_flPrevCycle' in class 'CCSGOViewModel'
ApplyOverrides_R: failed to find field 'm_nNewSequenceParity' in class 'CCSGOViewModel'
ApplyOverrides_R: failed to find field 'm_nResetEventsParity' in class 'CCSGOViewModel'
**** Panel  has fill-parent-flow for width, but isn't in a flowing right layout
**** Panel  has fill-parent-flow for width, but isn't in a flowing right layout
[RenderSystem] Texture manager doesn't know about texture "panorama_texture_y.vtex" when setting "" - returning error texture in CTextureManagerVK::GetImageView 
.....

And right after a freeze ingame:

Excessive frame time of 1842.13ms clamped.  Acting as if the frame only took 100.00ms
1830.34ms Client Rendering
1814.71ms FileSystem
   9.51ms Frame Boundary
   2.88ms Client Simulation
   1.11ms PanoramaUI
   1.07ms Prediction
[Client] Last server executed command is 19344 on tick 27412.  Duplicating command 19341 3x to catch up.  New outgoing command is 19344
Excessive frame time of 451.37ms clamped.  Acting as if the frame only took 100.00ms
 433.96ms Frame Boundary
 427.68ms GraphicsMisc
   8.48ms Client Rendering
   7.23ms Prediction
   6.76ms Client Input/Output
   4.75ms Client Simulation
[Client] Last server executed command is 19372 on tick 27486.  Duplicating command 19369 3x to catch up.  New outgoing command is 19372

If you need any more details feel free to let me know, please add detailed instructions though.

@tg--
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tg-- commented Jul 15, 2024

Same issue here, but I'm seeing the freezes not only in menus, but even when opening the scoreboard.
Seems to affect all overlays.

@conor-naranjo
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I'm seeing the freezes not only in menus, but even when opening the scoreboard

I've had this a few times for long enough that I get dc'd from matches with "Unable to establish connection to the game server"

It sometimes ends up in a severe enough loop that the freezes waiting for the menu to render so I can reconnect doesn't happen quickly enough that I time out and get a MM ban

@jaquobia
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I'm seeing the freezes not only in menus, but even when opening the scoreboard

I've had this a few times for long enough that I get dc'd from matches with "Unable to establish connection to the game server"

I've been having this problem persistently, only managed to join a casual match a single time in the past two days.
Freezing occurs on bspwm (X11), sway and hyprland (wayland), so the issue seems independent of the window manager / compositor.

Didn't want to try comp matches in-case I just timeout the entire time and get a ban.

@ariebesehl
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Same issue, LMDE 6, all updates, reinstalled game earlier, problem persists and is exactly as described, with freeze sometimes recovering after a few seconds or long enough to disconnect from server.
Game is presently unplayable.

@Vrobenmat
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Seeing these library errors related to overlay:

ERROR: ld.so: object '/home/thijs/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/thijs/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.
ERROR: ld.so: object '/home/thijs/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/thijs/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/thijs/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.

@Vrobenmat
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Also getting an error for libpangoft2 (which is used for text rendering), even though it is present in the library directory:

Loaded //common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64 libinputsystem.so, got 0x5a91f2938c00
Loaded //Counter-Strike Global Offensive/game/bin/linuxsteamrt64/liblocalize.so, got 0x5a91f2940290
Loaded //Counter-Strike Global Offensive/game/bin/linuxsteamrt64/librendersystemvulkan.so, got 0x5a91f2995740
Loaded //Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libresourcesystem.so, got 0x5a91f29a87a0
Loaded //Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libschemasystem.so, got 0x5a91f29bb0b0
Loaded //Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libmaterialsystem2.so, got 0x5a92025d2af0
Loaded libpangoft2-1.0.so, got (nil)
failed to dlopen "libpangoft2-1.0.so" error=libpangoft2-1.0.so: cannot open shared object file: No such file or directory
Loaded //Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libpanorama_text_pango.so, got 0x5a92025fb780

@moidotsh
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Same issue as ones described here.

Tried a fresh install of OpenSUSE, changing DEs, swapping graphics cards. Long freezes on TAB or ESC (ie, scoreboard or menus).

Hoping this gets fixed soon.

@K1ngjulien
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same here, endevouros, kernel 6.9.9, gnome 46.3.1, ryzen 9 5900x, rx 6700xt

i can join a deathmatch but as soon as i press esc the game freezes completely (altho the music still plays) and i get "Unable to establish a connection with game server" after a while (sometimes seconds, sometimes minutes)

competitive hangs as soon as i spawn in the world...

logs from launching steam from the terminal and then cs2, altho nothing shows up during/after the hangs.

chdir "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive"
ERROR: ld.so: object '/home/julian/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/julian/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.
ERROR: ld.so: object '/home/julian/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/julian/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/julian/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
Adding process 6306 for gameID 730
pid 6411 != 6410, skipping destruction (fork without exec?)
pid 6412 != 6410, skipping destruction (fork without exec?)
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libengine2.so, got 0x586a6f302e40
Using breakpad crash handler
[S_API] SteamAPI_Init(): Loaded '/home/julian/.local/share/Steam/linux64/steamclient.so' OK.
Setting breakpad minidump AppID = 730
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
07/16 22:18:46 minidumps folder is set to /tmp/dumps
07/16 22:18:46 Init: Installing breakpad exception handler for appid(730)/version(9035763)/tid(6414)
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
SteamInternal_SetMinidumpSteamID:  Caching Steam ID:  76561198079632508 [API loaded yes]
SteamInternal_SetMinidumpSteamID:  Setting Steam ID:  76561198079632508
Setting breakpad minidump AppID = 2347771
Loaded libSDL3.so.0, got 0x586a6f426ca0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libtier0.so, got 0x586a6f2e48d0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libfilesystem_stdio.so, got 0x586a6f466900
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libinputsystem.so, got 0x586a6f46f2a0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/liblocalize.so, got 0x586a6f4aacb0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/librendersystemvulkan.so, got 0x586a6f4ab3e0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libresourcesystem.so, got 0x586a6f4cf210
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libschemasystem.so, got 0x586a6f4e1940
ATTENTION: default value of option radv_override_graphics_shader_version overridden by environment.
Fossilize INFO: Overriding serialization path: "/mnt/storage/SteamLibrary/steamapps/shadercache/730/fozpipelinesv6/steamapprun_pipeline_cache".
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libmaterialsystem2.so, got 0x586a711df720
Loaded libpangoft2-1.0.so, got (nil)
 failed to dlopen "libpangoft2-1.0.so" error=libpangoft2-1.0.so: cannot open shared object file: No such file or directory
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libpanorama_text_pango.so, got 0x586a743c4850
Fontconfig warning: "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/panorama/fonts/fonts.conf", line 39: unknown element "fontpattern"
Fontconfig warning: "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/panorama/fonts/fonts.conf", line 40: unknown element "fontpattern"
Fontconfig warning: "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/panorama/fonts/fonts.conf", line 41: unknown element "fontpattern"
Fontconfig warning: "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/panorama/fonts/fonts.conf", line 42: unknown element "fontpattern"
Fontconfig warning: "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/panorama/fonts/fonts.conf", line 43: unknown element "fontpattern"
Fontconfig warning: "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/panorama/fonts/fonts.conf", line 86: saw string, expected range
Fontconfig warning: "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/panorama/fonts/../../../core/panorama/fonts/conf.d/41-repl-os-win.conf", line 148: Having multiple values in <test> isn't supported an
d may not work as expected
Fontconfig warning: "/mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/panorama/fonts/../../../core/panorama/fonts/conf.d/41-repl-os-win.conf", line 160: Having multiple values in <test> isn't supported an
d may not work as expected
Loaded libfreetype.so.6, got 0x586a70f04070
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libpanorama_text_pango.so, got 0x586a743c4850
Loaded libfontconfig.so.1, got 0x586a714be980
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libmeshsystem.so, got 0x586a6fa85650
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libworldrenderer.so, got 0x586a7047c510
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libpulse_system.so, got 0x586a709c5d90
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libvscript.so, got 0x586a70567ff0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libnetworksystem.so, got 0x586a7144dc80
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libanimationsystem.so, got 0x586a712fa210
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libvphysics2.so, got 0x586a704b1af0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libsoundsystem.so, got 0x586a7002cb00
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libsteamaudio.so, got 0x586a7111e4f0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libscenesystem.so, got 0x586a7272eea0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libparticles.so, got 0x586a7276dcf0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libpanoramauiclient.so, got 0x586a714d7540
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libv8system.so, got 0x586a729e9870
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libpanorama.so, got 0x586a70c469f0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/bin/linuxsteamrt64/libserver.so, got 0x586a74ace590
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/bin/linuxsteamrt64/libclient.so, got 0x586a74cbe5a0
Loaded libmpg123.so.0, got 0x586a738aa220
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libcairo.so, got 0x586a7482b0a0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libengine2.so, got 0x586a6f302e40
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/bin/linuxsteamrt64/libhost.so, got 0x586a71dd1eb0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/libscenefilecache.so, got 0x586a70a754e0
Loaded /mnt/storage/SteamLibrary/steamapps/common/Counter-Strike Global Offensive/game/csgo/bin/linuxsteamrt64/libmatchmaking.so, got 0x586a72f7fe80
Fontconfig warning: FcPattern object weight does not accept value "Regular"

@jb55
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jb55 commented Jul 17, 2024

hitting this as well, freezing when I open scoreboard or menus. 100% pegged cpu. unplayable really. sigh.

@windblows95
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Happens to me too on Fedora 40 on KDE with wayland and a 6900XT on Mesa. When the game freezes one core gets stuck on 100% usage until the game starts to render again.

@Vrobenmat
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Anyone getting something similar in their journal?

kernel: gldriverquery[4884]: segfault at 0 ip 00007ccda039627f sp 00007ffcff2b12d0 error 4 in libxcb.so.1.1.0

@ariebesehl
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Seems to have been alleviated for me, I'm not sure what happened.

Things that made no difference:

  • A CS2 (shader?) update my steam client downloaded yesterday at around 14:00 UTC
  • Disabling the steam overlay

Things that may have "fixed" (?) the issue:

  • A bunch of flatpak updates yesterday (lots of libs, e.g. freedesktop-platform, opengl, ffmpeg-full, etc.)
  • gamemoderun %command%

Game is playable again.

Oh, right, I'm running Steam in flatpak, is this possibly a common denominator here?

@gehoernchen
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gehoernchen commented Jul 17, 2024

This is a problem for me as well.

EndeavourOS, KDE Plasma 6.1.2 on Wayland
6.9.9-arch1-1
Ryzen 7 5800X3D, Radeon RX 6700 XT, 32 GB RAM
No launch options.

In answer to the previous answer: I am running native Steam. Also, shader pre-caching is disabled (as I read its no longer needed).

@memorais
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Seems to have been alleviated for me, I'm not sure what happened.

Things that made no difference:

  • A CS2 (shader?) update my steam client downloaded yesterday at around 14:00 UTC
  • Disabling the steam overlay

Things that may have "fixed" (?) the issue:

  • A bunch of flatpak updates yesterday (lots of libs, e.g. freedesktop-platform, opengl, ffmpeg-full, etc.)
  • gamemoderun %command%

Game is playable again.

Oh, right, I'm running Steam in flatpak, is this possibly a common denominator here?

Nop, I'm running steam native and the problem persists.

@ariebesehl
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ariebesehl commented Jul 17, 2024

Shader-caching:
My PC did it twice yesterday, and for quite some extended periods of time, or maybe even thrice if you count one after the reinstall. These sometimes take minutes, so I'll be doing something else and not keeping exact track of what's going on.

I tried to find the (Steam? Game?) setting to enable/disable precaching, but failed to find it, but it didn't really matter anymore, because I just wanted to somehow trigger forcing it to rebuild it, and it was already somehow doing that.

Maybe that did the trick as well, maybe shader precaching needs to run more than once because it times out, and only running it multiple times ensures all 100% of shaders are actually precached?
Or it isn't needed entirely?

EDIT: Or maybe I somehow triggered skipping it, without explicitly pressing on the skip button?

@Vrobenmat
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Vrobenmat commented Jul 17, 2024

Seems to have been alleviated for me, I'm not sure what happened.

Things that made no difference:

* A CS2 (shader?) update my steam client downloaded yesterday at around 14:00 UTC

* Disabling the steam overlay

Things that may have "fixed" (?) the issue:

* A bunch of flatpak updates yesterday (lots of libs, e.g. freedesktop-platform, opengl, ffmpeg-full, etc.)

* gamemoderun %command%

Game is playable again.

Oh, right, I'm running Steam in flatpak, is this possibly a common denominator here?

just tried the flatpak version and have exactly the same symptoms, possibly even more hangs than on the arch steam package. gamemode also didn't improve the situation

@ariebesehl
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ariebesehl commented Jul 17, 2024

I honestly don't know what's going on over here on my system, there definitely don't seem to be double-digit-second-long freezes anymore, so I'm not getting disconnected from the servers, and in one or two casual games I had no more than a handful of maybe 1-4s freezes that then recovered themselves (although these could still be annoying in critical situations).

I wish I could help somehow, but all the system deltas I did on my PC since yesterday I've noted above and I don't think I forgot to mention anything...

Software: LMDE 6, Steam Flatpak
Hardware: Ryzen 2700X, 8GB RX580X, 1x1080p, 16GB RAM, X470 chipset

EDIT: Oh, Steam updated itself, i.e. the small box with the progress bar before it logs you in.

EDIT2: Oh, and I changed all the graphic settings to low, I think, and then recorrected some, like full shadows, etc.
Maybe that?

EDIT3: ./Steam/userdata/$STEAMID/730/local/cfg/cs2_video.txt attached:
cs2_video.txt

@koreanfan
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koreanfan commented Jul 19, 2024

same issue on debian testing XFCE with latest updates, ryzen 5 5600, rx580, 32gb ram, ssd. System freeze for 5-15 seconds in main menu, 1or 2 cores loaded to 100%

@ianwijma
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My game crashed on 11-12 winning side because of this bug... My team pulled through but still. :/

@koreanfan
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Close CS2
Close steam client
go to /home/your_username/.steam/debian-installation/userdata/your_user_id/730/
and delete all files and folders in 730 folder.
Launch steam client
Launch CS2
CS2 will be started with default settings
Warning:i use debian system, so in other distribution path to 730 folder maybe different; i dont play ranked so i dont know if deleting files and folders from 730 can affect on your statistic with ranked matchmaking.

After resettings settings to default i got 1 sec freeze in main menu. Now its better then before with freezes for 5-15 seconds

@justpie
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justpie commented Jul 19, 2024

@ariebesehl
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I'm figuring a loop is not exiting properly or it actually is processing something and it just takes that long?

It doesn't make sense that it'd take multiple seconds (sometimes tens of seconds) to process something, but changing the thread scheduler makes it able to process the same thing without locking up.

You're right, the 100% can be the CPU repeatedly polling something that's still deadlocked.

@cliny
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cliny commented Sep 1, 2024

I had this issue forever on stock arch with gnome (wayland). I switched to cachyos (because of the cpu tweaks etc) with plasma (wayland), and the issue is resolved for me.

RX 6750 XT. Ryzen 7 5700X.

@BOT-Neil
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BOT-Neil commented Sep 2, 2024

I had this issue forever on stock arch with gnome (wayland). I switched to cachyos (because of the cpu tweaks etc) with plasma (wayland), and the issue is resolved for me.

RX 6750 XT. Ryzen 7 5700X.

I'm noticing an improvement after installing linux-cachyos kernel on manjaro, then pressing esc during boot to select the kernel.

Surprisingly linux-cachyos-bore seems to lag as bad as stock.

Not sure if this is a placebo yet as no one plays in my region from 6am till 5pm unless its low elo...
Edit: can confirm cs2 stopped crashing with linux-cachyos kernel, still lags a bit unlike before 7/11 but it doesn't crash out indefinitely now

@K1ngjulien
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K1ngjulien commented Sep 2, 2024 via email

@danginsburg danginsburg added this to the Next Update milestone Sep 2, 2024
@danginsburg danginsburg self-assigned this Sep 2, 2024
@danginsburg danginsburg added the bug label Sep 2, 2024
@danginsburg
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I'm terribly sorry this has taken so long to fix. It turned out to be a very tricky issue to narrow down. Anyway, we have a fix ready and it will ship in the next client update.

@3zet
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3zet commented Sep 2, 2024

I'm terribly sorry this has taken so long to fix. It turned out to be a very tricky issue to narrow down. Anyway, we have a fix ready and it will ship in the next client update.

Out of curiosity, any technical explanation what happened?

@danginsburg
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Out of curiosity, any technical explanation what happened?

Well, it didn't reproduce in our main tree and it didn't reproduce running out of the release tree, only when running the Steam build. So I had to resort to using perf traces on the Steam build to even narrow it down. The part of the code where it was stuck looping was kind of a red herring. It appeared to be related to texture streaming, but nothing had changed there. It wasn't until reviewing changes one-by-one that I noticed some code related to the CS2 workshop that was doing a synchronized load on the main thread that only triggered when loading from a vpk. That is why it was only reproducing in Steam and never in any of our builds from code (because we load from flat files instead of vpks). It's actually still a bit of a mystery why this behavior was so much worse on Linux (the same code executes on Windows), but the synchronized load wasn't supposed to be happening so removing that will fix it. I will still need to dig deeper to understand why the synchronized load behaves so much worse on Linux.

@ioannedelea
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Thank you so much for looking into this, Mr. Dan!

@rvalimaki
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rvalimaki commented Sep 2, 2024

I hope the fix by @danginsburg & Co. fixes also the bug I have currently on CS2 / Steam / Arch Linux / AMD RX 7900 GRE:

-the picture doesn't update at all during game. I can hear sounds eg. when shooting pistol, but I only get 1 update to the frame if I open up tab-menu or esc-menu, which also works very laggy. If I close that menu, I still don't get any other update to the frame unless firing up another menu and then I can see where I am, what I am pointing at etc. So the game is totally unplayable. I just updated the game, and the latest release notes seems to be for 8/22/2024.

EDIT: I don't know what happened before as I tried to restart CS2 twice and it was broken as I described above. But now when I run it, I can play the game at least, even when menus etc. cause freezes.

@wojgie
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wojgie commented Sep 2, 2024

Replying to #3803 (comment)

He literally said it will get fixed in the next one

@fluckx
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fluckx commented Sep 2, 2024

I'm terribly sorry this has taken so long to fix. It turned out to be a very tricky issue to narrow down. Anyway, we have a fix ready and it will ship in the next client update.

Thank you for this! I tinkered with settings which helped.
Good to know I won't have to fear the freeze when I press tab or try to report somebody in the near future.

@funforums
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funforums commented Sep 2, 2024

Out of curiosity, any technical explanation what happened?

Well, it didn't reproduce in our main tree and it didn't reproduce running out of the release tree, only when running the Steam build. So I had to resort to using perf traces on the Steam build to even narrow it down. The part of the code where it was stuck looping was kind of a red herring. It appeared to be related to texture streaming, but nothing had changed there. It wasn't until reviewing changes one-by-one that I noticed some code related to the CS2 workshop that was doing a synchronized load on the main thread that only triggered when loading from a vpk. That is why it was only reproducing in Steam and never in any of our builds from code (because we load from flat files instead of vpks). It's actually still a bit of a mystery why this behavior was so much worse on Linux (the same code executes on Windows), but the synchronized load wasn't supposed to be happening so removing that will fix it. I will still need to dig deeper to understand why the synchronized load behaves so much worse on Linux.

Thank you for fixing this Dan. If you'd like to share, I'd be curious to know the results of your follow up investigation, if you ever figure out why windows users never saw this problem.

@putnam
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putnam commented Sep 2, 2024

What is the QA test process at Valve before pushing a release? Testing on the actual end user client seems like table stakes.

@HannesMC
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HannesMC commented Sep 2, 2024

Out of curiosity, any technical explanation what happened?

Well, it didn't reproduce in our main tree and it didn't reproduce running out of the release tree, only when running the Steam build. So I had to resort to using perf traces on the Steam build to even narrow it down. The part of the code where it was stuck looping was kind of a red herring. It appeared to be related to texture streaming, but nothing had changed there. It wasn't until reviewing changes one-by-one that I noticed some code related to the CS2 workshop that was doing a synchronized load on the main thread that only triggered when loading from a vpk. That is why it was only reproducing in Steam and never in any of our builds from code (because we load from flat files instead of vpks). It's actually still a bit of a mystery why this behavior was so much worse on Linux (the same code executes on Windows), but the synchronized load wasn't supposed to be happening so removing that will fix it. I will still need to dig deeper to understand why the synchronized load behaves so much worse on Linux.

Thx 4 explanation. Pls hold on and keep us up to date!

@M-Reimer
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M-Reimer commented Sep 3, 2024

@danginsburg Thank you very much for your help.

Would it have been possible to give a short information like "we are on it but may take some more time because of ..." weeks ago? I think most of the frustration and rumors, that Value may no longer care about Linux, could have been avoided by just posting one or two sentences maybe once every two weeks or so.

It is totally normal that fixing tough issues takes its time but without any notice to the community, it feels like being ignored.

@tg--
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tg-- commented Sep 3, 2024

Out of curiosity, any technical explanation what happened?

Well, it didn't reproduce in our main tree and it didn't reproduce running out of the release tree, only when running the Steam build. So I had to resort to using perf traces on the Steam build to even narrow it down. The part of the code where it was stuck looping was kind of a red herring. It appeared to be related to texture streaming, but nothing had changed there. It wasn't until reviewing changes one-by-one that I noticed some code related to the CS2 workshop that was doing a synchronized load on the main thread that only triggered when loading from a vpk. That is why it was only reproducing in Steam and never in any of our builds from code (because we load from flat files instead of vpks). It's actually still a bit of a mystery why this behavior was so much worse on Linux (the same code executes on Windows), but the synchronized load wasn't supposed to be happening so removing that will fix it. I will still need to dig deeper to understand why the synchronized load behaves so much worse on Linux.

Hi dan. Thanks for tracking down and fixing the issue.
As some people in this thread have written, the issue was far less severe on various kernel patchsets (CachyOS's kernel was mentioned several times).
I've not tried any of those, but I have added the BMQ scheduler to my kernel (no other changes), and the issues were all but unnoticeable since.

So I'm fairly certain, that the main reason for the different severity on windows und linux is the CPU scheduler. CFS is the default scheduler for most distros, and due to it's "fair" design it apparently behaves very poorly in this situation.

@wojgie
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wojgie commented Sep 3, 2024

Its fixed as of 03/09/2024. (can confirm in game of course)
forgot how this game is smooth without this one, finally.

@dom1torii
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image

@lou-perret
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Tried the patch, it works for me ! Thanks a lot

@justpie
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justpie commented Sep 4, 2024

Works for me. Except the CS2 splash screen hangs for a split second after the animation finishes. Then back to normal.

Not sure if its related but I played a couple games of Arms Race and the FPS seems to drop halfway through a game. Goes from 200+ to under 100.

@Doomguy1364
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Author

Can confirm this is fixed!

@jrubrkletern
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Out of curiosity, any technical explanation what happened?

Well, it didn't reproduce in our main tree and it didn't reproduce running out of the release tree, only when running the Steam build. So I had to resort to using perf traces on the Steam build to even narrow it down. The part of the code where it was stuck looping was kind of a red herring. It appeared to be related to texture streaming, but nothing had changed there. It wasn't until reviewing changes one-by-one that I noticed some code related to the CS2 workshop that was doing a synchronized load on the main thread that only triggered when loading from a vpk. That is why it was only reproducing in Steam and never in any of our builds from code (because we load from flat files instead of vpks). It's actually still a bit of a mystery why this behavior was so much worse on Linux (the same code executes on Windows), but the synchronized load wasn't supposed to be happening so removing that will fix it. I will still need to dig deeper to understand why the synchronized load behaves so much worse on Linux.

Thank you! We appreciate your work.

@danginsburg
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Thanks for your patience and the confirmations. I'll close out this bug now.

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