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Troubleshooting

Adrià edited this page Nov 14, 2026 · 2 revisions

First: update to the latest release. Many errors below are fixed, and an issue on an old release is asked to retry first.

Then open logs/mkw.log (or logs/setup.log if the setup failed; see where it is), go to its last lines and search this page (Ctrl+F) for the error you see there. Each section names the issue that tracks it: add your log there instead of opening a new one.

A crash ending in FATAL: vk: ... failed (-4) (the start screen says closed with code 70) is the GPU being lost. The line that names the cause is usually further up than the FATAL line, so attach the whole log.

Setup

"is not Mario Kart World 1.0.0" / "is not a known version of Mario Kart World"

The setup reads the version from exefs/main. Only 1.0.0 and 1.8.0 are supported (1.8.0 from v0.1.9). The usual cause is a dump with another update merged in. Dump 1.0.0 alone, or 1.0.0 with the 1.8.0 update. Tracked in #18.

"are from different versions (RomFS" / crash "in lifted function f_700078ab50"

Your exefs and romfs are from different versions (typically 1.0.0's exefs/main with 1.8.0's romfs). Take both from the same dump. From v0.1.12 the setup refuses the mix and says which version each part is. #315

Download fails with "sha256" (cuda_nvcc …archive.zip)

NVIDIA's shader tools arrived damaged, with a different checksum on each try: an antivirus scanning the download, a proxy or VPN, or a broken connection. Pause the antivirus or VPN and press Set up again (v0.1.10 retries 3 times). #207

"Module use of python312.dll conflicts with this version of Python"

The setup took PYTHONPATH or PYTHONHOME from another Python on your PC. Fixed in v0.1.10; on older releases, remove those variables. #177

SSL certificate errors on NixOS

Fixed in v0.1.8 (the setup brings its own CA file). On older releases set SSL_CERT_FILE=/etc/ssl/certs/ca-bundle.crt. #102

Setup errors fixed in old releases

If you see one of these, you are on an old release: update.

Log Fixed in Issue
'gamelib.h' file not found v0.1.2 #1
stuck at 359/359 in Compile the game code v0.1.4 #2
spec.py, args.cc.split (a space in the folder's path) v0.1.5 #29
max_workers must be <= 61 (more than 61 CPU threads) v0.1.10 #222
nogame after moving the folder v0.1.10 #188
commit physical memory … failed at the intro on 16 GB PCs v0.1.10 #198
warm-up exits with 0xC0000409 on Windows v0.1.12 #310

"I updated and nothing changed" / black game / very slow after updating

After updating by hand, the shaders of the old version stay until the setup runs again (prewarm: no pipeline keys in the log). Open the start screen and press Set up. From v0.1.9 this happens by itself.

Very slow start or black screen with the dump on a USB, HDD or network drive

Listing the RomFS's ~205 000 files took minutes before v0.1.9. Update; an internal SSD is still faster.

GPU crashes

NVIDIA: "device fault: instruction pointer invalid"

The game closes in a race or a cup movie, sometimes with a driver reset. Two causes in our shader translator: the first fixed in v0.1.11, the second (shaders that discard a pixel) fixed for v0.1.12. Update. To help, set GPU_CRUMBS_DRAW = 1 in mkw.ini and add that run's log and your driver version to #22.

NVIDIA: crash in nvgpucomp64.dll / libnvidia-gpucomp

The log stops with no error while a race builds its pipelines, and Windows' Event Viewer shows a crash in nvgpucomp64.dll: NVIDIA's own shader compiler crashed. No fix yet. Set PIPE_TRACE = 1 and add the log to #99.

AMD on Windows: device lost at the title or in the warm-up (RX 9070, RX 5500M, 890M)

The device is lost right after the same pair of programs (61fb5ce3… / d50d2bc0… in the log). Under investigation, no workaround yet. #220

AMD on Windows: "a draw gave up on its pipeline after 30000 ms"

AMD's driver took minutes to compile a few shaders (black or broken screen, frozen splash). Fixed in v0.1.9. #111

AMD on Windows: "Device lost detected; 0 addresses" a few seconds into the title

Fixed in v0.1.8 (the mesh shaders run as compute passes on AMD's driver). If you set GPL = 0 for an old workaround of #36, remove it. #88

AMD on Linux (RADV): device lost at the title

Log: driver radv, task/mesh draws as mesh shaders, upload submit failed (-4). From v0.1.10 RADV draws the mesh shaders as compute passes by default; on older releases set MESH_COMPUTE = 1. Later hangs (ROG Ally X) are still followed in #50.

AMD Vega 7 integrated (Ryzen 5000/7000): device lost while the first textures upload

Log: device 0x1638, upload submit failed (-4). Not solved yet. Check the UMA frame buffer size in the BIOS and add your log to #152.

Intel: GPU hang (Iris Xe, UHD, Meteor Lake)

Log: vendor 0x8086 and program ccfd8df6…. Fixed in v0.1.10. #174

"upload submit failed (-2)" / "device-local allocation failed": out of GPU memory

The GPU ran out of memory (integrated GPUs, cards with 2–4 GB). Set Texture quality to Half or Quarter (TEX_QUALITY) and a lower Internal resolution. Remove any GPU_MEM_LIMIT, SPARSE_MIB or VRAM_MARGIN you set by hand. #67

Other crashes

Crash when the window loses focus during boot ("reading address 0xd8", f_7002637e5c)

Fixed in v0.1.8. #83

"svc #0x1f unknown" when controllers are swapped

Fixed in v0.1.9. #123

1.8.0: crash at 2160p ("reading address 0xa0", main+0xa66e0)

Fixed in v0.1.11 (photo mode at 1440 lines in v0.1.12). #255

1.8.0 in Thai closes after the loading screen

no function at guest pc main+0x1bb0b34. Fixed for v0.1.12. Discussion #193

Picture and performance

Stretched or exploding geometry after the first race

Under investigation, no fix yet. It shows on dedicated GPUs that keep a copy of the game's memory in VRAM (the mirror memory mode). Try MEMORY = import in mkw.ini (F1 → Advanced → GPU memory mode; it made the artifacts go away in #279) and say in #124 whether it changes anything, with that run's log.

Black ground or terrain

Remove SPARSE_MIB, GPU_MEM_LIMIT or VRAM_MARGIN if you set them: too low leaves terrain without memory.

Internal resolution or other settings ignored on 1.8.0

Fixed in v0.1.10 (docked) and v0.1.11 (handheld). #195

Short hitches the first time something is drawn

The first time an effect or course is drawn, its pipeline is compiled. Each new one is saved in pipeline-keys.bin and built in the background at the next start, so a hitch should happen once. If it repeats after a restart, report it with that second run's log.

The game runs slow, not just at a low frame rate

The game's logic is tied to its frames, as on the console: if your GPU cannot hold 60 fps the race slows down. Lower Internal resolution, or set FPS to 30 (with Frame generation 2 for smoothness).

Slow on GPUs with 4 GB or less

Texture quality: Half (TEX_QUALITY = half) and 720 lines. Part of the game's memory is read over PCIe on these cards; a real fix is planned.

The 4K picture looks soft or oversharpened

That is FSR's sharpening: set Sharpness to 0 or the upscaler to bilinear. The internal resolution applies after a restart.

Washed-out colours

That is the game's own SDR grading. With an HDR display, turn HDR on in the OS: HDR on auto shows the game's HDR picture.

Very slow in Docker or Podman

Allow userfaultfd in the container's seccomp profile.

Mods

A crash or glitch with mods on is reported to the mod's author first. Check that each mod is enabled once, that it was added with Import on the Mods page (folders copied by hand into mods/ are not loaded: the log says RomFS overlay: none), and that it is made for your game version (1.0.0 or 1.8.0). Try with mods off before opening an issue.

Reports from RecompLauncher

RecompLauncher (a third-party launcher) posts only the end of the log. Attach the whole file, which it keeps in %APPDATA%\com.recomplauncher.app\game-output\mkw-recomp.log.

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