ValveSoftware / Proton

Compatibility tool for Steam Play based on Wine and additional components
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Monster Hunter World (582010) #175

Open Yrds opened 5 years ago

Yrds commented 5 years ago

SystemInfo.txt

Distro: Arch Kernel: 4.18.3-arch1-1-ARCH GPU: Rx 480 Driver: mesa 18.1.6-1 CPU: FX 8350 RAM: 8GB 1333mhz

lordkitsuna commented 5 years ago

I am about to try 0.71 using Lutris with wine 3.15-esync. If that goes well i am going to try it in proton with replacing the DXVK. this will be on the 4.18.5-3 Kernel on a GTX 980 using the 396.54 Driver. I will report back with how things go.

lordkitsuna commented 5 years ago

Seems to be working, played for a little over an hour and no lockup. Have not tried with proton yet but will later and report back

ICEFIR commented 5 years ago

Hummmm It seems I cannot set my game to work under 4k.

Manjaro Linux Gnome 3.28.3 Manjaro Linux 17.1.12 NVIDIA 396.54
GeForce GTX 1070 AMD Ryzen 1700x Linux 4.14.66-1 RAM: DDR4 2133MHz 32GB

Resolution: 3840 x 2160 Gnome UI Scaling - 200%

Step to reproduce - Set the game to full screen/boardless and 4k resolution in in-game setting, and set the graphic setting to medium. Exit options, click on start game, error prompt E_FAIL: IDX11Device->CreateShaderResourceView(pres->getHandle(),&srvDes,&mpView)

Anything under 4k works just fine :D Amazed by it

Xaenalt commented 5 years ago

@ICEFIR See https://github.com/ValveSoftware/Proton/issues/175#issuecomment-415886153 and https://github.com/ValveSoftware/Proton/issues/175#issuecomment-415942845

Xaenalt commented 5 years ago

Can confirm dxvk 0.71 still experiences the hang. I replaced the Proton 3.7-5 beta's dxvk library with one from master, same system hang as before

ICEFIR commented 5 years ago

@Xaenalt It's not the same problem - I've read that thread before Here I am not able to run the game under 4k resolution - game crash after I click on start game in the main menu. The save slot screen was not able to load. Anything under 4k works just fine tho. His problem was the game was not able to load - which I have experienced before, and fixed by setting VolumeRenderingQuality to low

roadh0use commented 5 years ago

Can I throw out a theory First I have to ask Is there any sort of caching going on with this game? the reason I ask is this I have installed multiple distros and kernels and they have one thing in common after a fresh install, monster hunter world runs perfect without freezing for hours and hours it's only after let's say 12 hours of play the freezing becomes common like every 45 minutes I've tried Ubuntu, manjaro, fedora, mint, and opensuse and all of these distros meet the same fate. if there is no sort of caching then disregard this But it's what I've kinda narrowed it down to

Xaenalt commented 5 years ago

@ICEFIR: In that case, to help debug it, you can cd to "$steamdir/steamapps/common/Proton 3.7 Beta". Once there, mv user_settings.sample.py user_settings.py that will enable debugging for the game. It will generate a log file in $HOME called steam-$steam_game_id.log. Can you upload the log from that, and the MonsterHunterWorld_d3d11.log and MonsterHunterWorld_dxgi.log from "$steamdir/steamapps/common/Monster Hunter World" I'm not sure if extra debug arguments are needed there, but that's the defaults as far as I can tell

damienleone commented 5 years ago

I still don't have a root cause for the hang. The hang seems caused by a NULL pointer dereference from the GPU in what seems to be a texture fetch operation. Since the only information I have about the address is that it's 0 and given that the hang is very intermittent, it makes debugging difficult. I'll keep looking. In the meantime, any extra information about how to reproduce the hang reliably would be helpful.

lieff commented 5 years ago

@roadh0use NVIDIA driver do own shader caching. Can you try remove shader cache ($XDG_CACHE_HOME/.nv/*) instead of fresh OS install?

roadh0use commented 5 years ago

@lieff I will test later and report back.

ICEFIR commented 5 years ago

@Xaenalt I will try that and report back once I get home :) Thx~

roadh0use commented 5 years ago

@lieff I just got around to looking for the location of the shader cache. Should I delete everything in the .nv folder? or the subfolder that has steamapp_shader_cache0.bin and steamapp_shader_cache0.toc? there is another folder in the .nv folder. Since it's cache I dont see why deleting it will be a problem but I just want confirmation before I go deleting things.

tyisafk commented 5 years ago

Decided to wait a bit for this to evolve and I'm having really good performance on this game out of the box! The only issue I'm having is that I can't alt-tab, and if I play in borderless or windowed, I get like, 5fps plus the game will open on the wrong display if I do that. If I can get the same near native performance in borderless while opening on the correct display in that mode, I'll be a happy camper. If I try to alt-tab in fullscreen mode, I still have no control over the mouse outside the game, so I would have to quit the game to interact with Discord, Spotify, etc. on my other monitor. Borderless does function as intended, but the framerate plummets to unplayable slideshow rates. My save is also past the end game WMP bug, as I've played it on Windows. I hadn't played for longer than 2 hours, but I've never had freezes. Don't have the free time to play for many hours straight to replicate the issues above, but so far, no crashes. Nvidia exclusive issue, maybe? I also noticed that if I change settings that would require a game restart, I would have to kill the process, then start the game again.

As I said, this is out of the box stuff. Maybe sometime I'll use protontricks to use winecfg and try a virtualized desktop and fullscreen that way, who knows.

EDIT: So I turned on Steam's FPS counter. The framerate issue with borderless and windowed seems to be an issue with Gnome's compositor, as it still reports close to the same framerate. I'll consider that a non-issue then as that would be off topic.

EDIT:. Yeah, it was a compositor issue. Using Manjaro XFCE now and I can play on borderless no issues! :)

lieff commented 5 years ago

@roadh0use steamapp_shader_cache is pre-installed with game, so it cannot be source after 12 hours. .nv folder in home directory - generated and updated in run-time, try to fully delete this directory.

ghost commented 5 years ago

Finally I've begun to get the hangs that people were talking about, though it didn't make the whole system freeze, it just made it reeeeeeeeeally sluggish. Anyways, nothing useful in the Proton or DXVK logs, no shocker there. Checking journalctl, the kernel reported a GPU error;

kernel: NVRM: GPU at PCI:0000:01:00: GPU-e3934bd0-774d-bae8-8fa0-ce38440e3fde kernel: NVRM: Xid (PCI:0000:01:00): 31, Ch 00000023, engmask 00000111, intr 10000000

According to Nvidia, Xid 31 is a GPU memory page fault, which points to driver error or application error. It wouldn't surprise me if it were the driver, as I've yet to see any AMD reports of a "frozen" system.

GPU: GTX 970 Driver: 396.54

Edit: Forgot to mention that so far all my hangs (3 so far) have happened during fights with large monsters, probably just coincidence.

Skylead commented 5 years ago

@fureloka I had the same thing happen to me tonight. Managed to get a sluggish terminal open for pkill

Fight was versus double tempered Bazelgeuse

Gtx 970 396.54

Xaenalt commented 5 years ago

Just beat xeno'jiiva and can confirm that the last cutscene does cause a crash. It didn't corrupt my save thankfully, but I crash on load now. In looking into it, some codecs might be portable from windows, but it requires some messing with the dlls. Is there a good way to modify them similar to winecfg for Proton? Additionally, is there a good way to do the usual wineprefix operations with Proton? Also do the games run in their own wineprefix? ~/.local/share/Steam/steamapps/compatdata/582010/pfx seems to be a wineprefix, and has the ID for MHW in the path, but the game doesn't seem to reside there

HMSS013 commented 5 years ago

Having regular crashes with mine, not so much of the freezing although that has happened a couple times. Game performance is excellent then suddenly poof it's gone.

Fedora 28 - 4.17.19-200.fc28.x85_64 ( also tested with 4.18.5-300.fc29.x86_64 ) AMD FX-8350 ( 8 Core ) / 16GB RAM NVidia GeForce GTX 1050 Ti ( 396.54.1 ) Proton 3.7-5 ( Beta ) DXVK 0.71

Tried running in windowed/borderless, changing the framerate, disabling Steam overlay, turning off 'Shader Pre-Caching' and even put a dummy file in place of the '.nv' folder but it'll still crash after about 10-15 minutes. Really a shame as it runs so well up until that moment.

It seems like despite the issues most others seem to be getting slightly more stability out of play than I have so any insight or advice would be greatly appreciated.

steam-582010.log MonsterHunterWorld_d3d11.log MonsterHunterWorld_dxgi.log

There are 12 errors in the log about './Steam/ubuntu12_32/gameoverlayrenderer.so' being the wrong ELF class ( not sure why a 32-bit is even being used ) and one for 'jack_error_callback' though I'm definitely using PulseAudio... if any additional logs might help let me know!

tyisafk commented 5 years ago

@Xaenalt It's actually not a save corruption bug. People thought it was because of the fact that it crashes on start post crash as someone eventually discovered. It's only because of the missing codecs. The bug also happens on N/KN versions of Windows. Maybe try installing the optional Media Packs for N/KN onto the game's Proton prefix. Those add the required codecs.

I'm not entirely sure how to run external programs on the proton prefixes, though I know where the prefixes are located. They're created per-game via appid.

EDIT: The media packs are *.msu files. No way to install them through at least regular/staged Wine, so it likely won't work via Proton. msiexec won't work.

suika-ibuki commented 5 years ago

@damienleone Regrettably, I haven't really been able to find any particular sets of circumstances that lead to the hang, either. As per @fureloka's post, I feel like a good number of my hangs have occurred upon hitting a monster with a lot of effects and whatnot filling the screen, but I've just as well had a number of hangs that occurred whilst running around a level, not in any heavy action. In fact, the hang that occurred with the bug log that I uploaded actually occurred in the hub world (Astera) shortly after having finished a quest, so whatever is causing the hang doesn't necessarily seem linked to any effects that would occur in combat. It may also be worth noting that this hang occurred after several segmented 1-2 hour sessions that resulted in no crash.

If I recall correctly, I was panning the camera at the time of that crash--I'd have to dig it up, but I recall a post on the /r/Linux_Gaming subreddit that stated they believe the hangs might be caused during periods of motion blur. This may potentially explain the generalized nature of the hangs, as well as why they may occur more frequently in combat (since there's heavy panning of the camera during). If I get the opportunity to, I'll try to test this later.

Xaenalt commented 5 years ago

Well, it seems like you can use $WINEPREFIX with $STEAM/steamapps/compdata/$GAME_ID/pfx and do installs, overrides, winetricks, etc.

As for getting the codecs installed, this seems to be the culprit:

0030:fixme:wusa:load_assemblies_from_cab Cabinet uses proprietary msdelta file compression which is not (yet) supported.
0030:fixme:wusa:load_assemblies_from_cab Installation of msu file will most likely fail.

I'm out of ideas on that front though

karai17 commented 5 years ago

Running on Proton 3.7.5-beta I am having an issue where OS notifications (and presumably other things) cause my game to switch to what looks like software rendering while the notification is active. I can still run around in game, I just can't see what's going on for a few seconds. After the notification leaves, the game runs fine again.

Another issue is that input seems to be delayed by as much as 1/8th of a second. I am using an xbox one controller plugged in via usb (I have an older controller that doesn't have BT)

Fedora 28 Kernel 4.17.19 i7-6700K GTX 1070 Driver 396.54

roadh0use commented 5 years ago

Alright sorry it took so long. to get back. Deleted the contents of .nv after i noticed consistent freezing about every hour again Been playing all day since then and havent had a freeze issue. Im not sure if this is the culprit or it's just coincidental......

ICEFIR commented 5 years ago

Hi @Xaenalt Sry for late reply - was extremely busy over the last several days :P In regards to 4k resolution problems, here's all the log :D

Steam Log file has been zipped since it is too large steam-582010.zip MonsterHunterWorld_dxgi.log

MonsterHunterWorld_d3d11.log

ICEFIR commented 5 years ago

Oh also there is another minor issue The last time when I tried to play with my friend, i got disconnected when i attempted to get potions/ration etc from that blue supply chest. Tried twice, all resulted in disconnection. Everything else works flawlessly, though, somehow.....

Not sure what kind of magical net code capcom used for that chest, but apprently its different than everything else...

Have done any extensive testing for this though. I was in a camp that i have not unlocked yet. Are there any similar issues happening?

jonathansty commented 5 years ago

As mentioned before most people seem to be able to run MHW fine except for a freeze of the game/OS. I'm experience a system wide freeze at random moments which require me to reboot my pc in order to get it to respond again.

Looking at the log I can see it being spammed with:

5664.319:001d:0023:err:hid_report:process_hid_report Device reports coming in too fast, last report not read yet! 

Ocassionally also having:

5552.906:0008:0092:trace:module:LdrGetDllHandle L"steam_api64.dll" -> 0x3b400000 (load path L"Z:\\home\\jonathan\\.steam\\steamapps\\common\\Monster Hunter World;C:\\Program Files (x86)\\Steam;C:\\windows\\system32;C:\\windows\\system;C:\\windows;.;C:\\windows\\system32;C:\\windows;C:\\windows\\system32\\wbem")
5552.906:0008:0092:trace:module:LdrGetDllHandle L"oo2core_5_win64.dll" -> 0x470000 (load path L"Z:\\home\\jonathan\\.steam\\steamapps\\common\\Monster Hunter World;C:\\Program Files (x86)\\Steam;C:\\windows\\system32;C:\\windows\\system;C:\\windows;.;C:\\windows\\system32;C:\\windows;C:\\windows\\system32\\wbem")
5552.907:0008:0092:trace:module:LdrGetDllHandle L"amd_ags_x64.dll" -> 0x180000000 (load path L"Z:\\home\\jonathan\\.steam\\steamapps\\common\\Monster Hunter World;C:\\Program Files (x86)\\Steam;C:\\windows\\system32;C:\\windows\\system;C:\\windows;.;C:\\windows\\system32;C:\\windows;C:\\windows\\system32\\wbem")
5552.908:0008:0092:trace:module:LdrAddRefDll (L"MonsterHunterWorld.exe") ldr.LoadCount: -1
5552.909:0008:0092:trace:module:LdrAddRefDll (L"MonsterHunterWorld.exe") ldr.LoadCount: -1
Xaenalt commented 5 years ago

Ok, finally worked around the cinematic issue by getting a friend to boot it and bypass the cutscene on their Windows system. Booting it on my own hw goes against my religious beliefs

Anyway, was able to reproduce the crash with the debug logs enabled. Hopefully they help, let me know if I need more debug flags, I just used the default ones

mhw-crash.tar.gz

roadh0use commented 5 years ago

@xaenalt just to clarify You can beat xeno, get the crash, bring the save to a windows pc, do the cut scene, and then transfer the save back to the Linux pc. Am I correct?

Xaenalt commented 5 years ago

@roadh0use Yep, I had them log in on my account, and the save synced successfully, they played the cutscene, and I logged back in on my account and it synced the save post-cutscene back. It didn't work just transferring SAVE1000 to their box though. I suspect there's some metadata somewhere that prevents that from just working

I'm still in the process of trying to recompile proton on Fedora, I saw in the release notes for wine-staging 3.15 that they added some better windows media support, so maybe there's a chance that it'll help fix that issue

Xaenalt commented 5 years ago

Another crash log mhw-crash-2.tar.gz

Xaenalt commented 5 years ago

Can confirm the crash still occurs post-deletion of the .nv directory

roadh0use commented 5 years ago

@Xaenalt same. i thought it was fixing the crash but it was just coincidence

Xaenalt commented 5 years ago

Out of curiosity, for those experiencing the system lockup that accompanies the crash, you guys using KDE? If so, try disabling the compositor and seeing if the crash locks up the system

karai17 commented 5 years ago

@Xaenalt I use GNOME.

Xaenalt commented 5 years ago

Ah darn, I just had a regular old crash when trying with the compositor disabled, so I was hopeful that might cut the full system lockup

roadh0use commented 5 years ago

@Xaenalt im using cinnamon on a side note i havent given up on my shadercache idea under ~/.steam/steam/steamapps/ there is a shadercache folder. again it might be a placebo but so far, deleting the contents of this folder after every play session has (seemingly) curved the crashing. was hoping if someone else could try this as well and see if it is a possible fix, or a placebo

LP0101 commented 5 years ago

New Nvidia drivers have been released, has anyone been able to test with them?

ICEFIR commented 5 years ago

@LP0101 Current newest Linux driver still is 396.54, 399.24 has not been released for Linux yet I think?

karai17 commented 5 years ago

A patch was released, 396.54.05 I believe.

Xaenalt commented 5 years ago

I'll update and test tonight

jonathansty commented 5 years ago

So I played the game for about a 2-3 hours today, doing various sort of missions and things in general. I did not experience the same system lockups I was having before anymore. Things I have done were:

See below info for more:

Processor Information:
    CPU Brand:          Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz

Operating System Version:
    Pop!_OS 18.04 LTS (64 bit)
    Kernel Name:  Linux
    Kernel Version:  4.18.7-041807-generic
    X Server Vendor:  The X.Org Foundation
    X Server Release:  11906000
    X Window Manager:  Mutter(Budgie)
    Steam Runtime Version:  steam-runtime-beta-release_2018-06-14

Video Card:
    Driver:  NVIDIA Corporation GeForce GTX 1080/PCIe/SSE2
    Driver Version:  4.6.0 NVIDIA 396.54

Only thing I noticed was that MonsterHunterWorld.exe would stay running in the background after exiting it. Not sure if this helps a lot.

HMSS013 commented 5 years ago

I'm still only getting about ~20 minutes of gameplay before the MH abruptly closes. No freezing, the game just closes out to the desktop and I'm not finding anything in any of the logs to indicate why.

Fedora 28 - 4.18.5-300.fc28.x86_64 ( Cinnamon ) AMD FX-8350 / 16GB RAM NVidia GeForce GTX 1050 Ti ( 396.54.1 ) Proton 3.7-6 Beta

I've done a clean install but the problem persists, any help would be greatly appreciated.

doitsujin commented 5 years ago

396.45.1

Please update to 396.54.

HMSS013 commented 5 years ago

Please update to 396.54.

@doitsujin I will absolutely do that now, but please note on my earlier post that this issue was still present using 396.54.1

ecru332 commented 5 years ago

@roadh0use

So I've been testing deleting the shadercache folder every time I play and it looks like it fixed the crashing for me too. I haven't been able to have a really long play session yet to fully confirm this, but it used to be that if I played in borderless fullscreen the game would crash about 5 minutes after starting a hunt, but now I've gotten through three hunts without any crashing. So it does seem like the crashing might have something to do with the shadercache. The only side effect that I have is occasional stuttering when it rebuilds the cache, I might try disabling it in steam to see if that helps.

Skylead commented 5 years ago

Maybe it's just me, but feels like lockup is much more common now in 3.7-6 than it was before.

dseguin commented 5 years ago

I'm also getting lockups after running the game for some time. dmesg shows these lines when it happens:

[18082.187238] NVRM: GPU at PCI:0000:01:00: GPU-31cce69c-7592-a02b-a7f1-537eb763536f
[18082.187242] NVRM: Xid (PCI:0000:01:00): 31, Ch 0000002b, engmask 00000111, intr 10000000

As @fureloka said, maybe a driver bug?

System:

Processor Information:
    CPU Brand:         Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz

Operating System Version:
    Ubuntu 16.04.5 LTS (64 bit)
    Kernel Name:  Linux
    Kernel Version:  4.15.0-34-generic
    X Server Vendor:  The X.Org Foundation
    X Server Release:  11906000
    X Window Manager:  Compiz
    Steam Runtime Version:  steam-runtime-beta-release_2018-06-14

Video Card:
    Driver:  NVIDIA Corporation GeForce GTX 970/PCIe/SSE2
    Driver Version:  4.6.0 NVIDIA 396.54

Memory:
    RAM:  7869 Mb
ecru332 commented 5 years ago

So I've had more time to play now and from what I can see, with Proton 3.7-6 and Nvidia 396.54, I can get about an hour of gameplay without crashing if I disable the shader cache in steam.

I'm running Arch with a 1080ti and driver version 396.54-4. If I run in windowed mode there are no problems, if I run in borderless then I get a crash after about 5-10 minutes. If I disable the shader cache then I can run in borderless and get about an hour before the crash. So it looks like it might be a driver bug which is improved but not fully solved by stopping Steam from pre-caching shaders.

roadh0use commented 5 years ago

@ecru332 Same thing man. Deleting the shader cache and disabling it in steam does result in longer play between freezes, but doesn't alleviate the problem like I was hoping. so it looks to be only an nvidia problem because I don't see any amd posting in here. Kinda sucks