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Crashes GPU and Memory

jerrymares edited this page Jul 22, 2026 · 1 revision

Crashes, GPU hangs, page faults, and memory pressure

A game closing, a frozen frame, a black screen, and a complete session restart may look similar but leave different evidence. Use the incident time to correlate the game/Steam process, Gamescope, kernel GPU, memory, and core-dump layers.

Capture

sudo ./deckdoc.sh

Read these together:

  • module_coredump.log
  • module_steam.log
  • module_gamescope.log
  • module_gpu.log
  • module_dxvk.log
  • module_memory.log
  • module_thermal.log

The core-dump module separates retained history, the current boot, and a rolling last-24-hour window. It breaks that recent window into steamwebhelper, Gamescope, and Wine/Proton families. A helper SIGTRAP needs UI/incident correlation; a Gamescope SIGABRT or SIGSEGV is a different, higher-value session failure signal.

Crash branches

Process crash without GPU reset

A current-boot SIGSEGV/SIGABRT for the game, Wine/Proton, Steam helper, MangoApp, or Gamescope identifies the process that terminated. It does not alone explain why. Check surrounding logs and whether only one title reproduces.

Gamescope/session crash

A current Gamescope dump, Vulkan descriptor failure, or repeated session restart can return the user to Library/login or blank the whole session. A gamescope-wl dump recorded only at normal session exit may be cosmetic; time and restart count matter.

The MangoApp FDINFO_PERMISSION_ABORT is a separate helper signature. Do not call it a GPU or panel failure without additional evidence.

AMD GPU timeout/reset

amdgpu_job_timedout, ring timeout, VRAM is lost, and reset messages can explain a frozen game or session. Classify the outcome:

  • reset succeeded: the driver recovered, but clients may still exit;
  • reset failed/skipped: higher risk of a hard lock and orderly reboot may be required;
  • no reset: inspect process crashes, VM faults, memory, and display-specific branches.

DeckDoc does not trigger the kernel's debugfs GPU-reset control because it discards in-flight work and can destroy the failure state.

GPU VM/page fault

The DXVK/VKD3D module recognizes selected GCVM_L2_PROTECTION, UTCL2, CB/DB/CPF/CPD, mapping, and walker strings. These labels classify where the kernel reported a fault; they do not uniquely prove a specific translation layer or hardware defect. Correlate process attribution, game/API, Mesa/Proton version, and whether other titles reproduce.

Memory pressure/OOM

Current-boot OOM-killer/page-allocation messages are strong evidence. Below 1 GB MemAvailable is a warning and below 512 MB is critical. Swap over 50% and cumulative swapped pages are historical context; live vmstat swap I/O is stronger evidence of current pressure. None reconstructs a past incident by itself.

The Deck's memory is shared with graphics, so pressure can cascade into stutter, allocation failure, or GPU/client instability. Close the workload and preserve the process/memory context; do not clear arbitrary caches as a first response.

One-title versus system-wide

Scope First hypotheses
One title/save/scene game bug, mod, launch option, Proton/API path, corrupt title data
All D3D12 but not Vulkan/D3D11 VKD3D/driver/API path
All titles after an update SteamOS/Mesa/Gamescope/Proton regression
Desktop and games compositor, kernel/GPU, memory, thermal, hardware
Only after wake device/resume/firmware state

Change one variable at a time: remove per-game modifications, select a known-good Proton version, verify game files, or test a clean boot. Keep the exact result.

Escalate when

  • GPU reset fails or the Deck hard-locks repeatedly;
  • multiple unrelated titles reproduce on a clean, updated system;
  • page faults/timeouts recur at ordinary temperatures and memory use;
  • filesystem/SMART errors accompany crashes;
  • a core dump and logs identify a reproducible upstream component regression.

References

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