Open dorni1234 opened 2 years ago
Install vulkan-radeon
, delete amdvlk
and try again.
Install
vulkan-radeon
, deleteamdvlk
and try again.
Thank you very much, this did indeed fix the issue.
Shall I close this issue now, or leave it open in case any other compatibility problems occur for other people?
Leave it open i guess, wouldn't hurt.
Sad that how AMDVLK is prompted as first option on Arch leads to a bad experience for most users.
Glad it helped.
Monster hunter rise stutter when loading and it freezes too form time to time.
Issue transferred from https://github.com/ValveSoftware/steam-for-linux/issues/8346. @blastermaster77 posted on 2022-01-15T05:14:56:
``` Computer Information: Manufacturer: Gigabyte Technology Co., Ltd. Model: X570 GAMING X Form Factor: Desktop No Touch Input Detected Processor Information: CPU Vendor: AuthenticAMD CPU Brand: AMD Ryzen 7 3700X 8-Core Processor CPU Family: 0x17 CPU Model: 0x71 CPU Stepping: 0x0 CPU Type: 0x0 Speed: 4426 Mhz 16 logical processors 8 physical processors HyperThreading: Supported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Supported SSE41: Supported SSE42: Supported AES: Supported AVX: Supported AVX2: Supported AVX512F: Unsupported AVX512PF: Unsupported AVX512ER: Unsupported AVX512CD: Unsupported AVX512VNNI: Unsupported SHA: Supported CMPXCHG16B: Supported LAHF/SAHF: Supported PrefetchW: Unsupported Operating System Version: "Manjaro Linux" (64 bit) Kernel Name: Linux Kernel Version: 5.15.12-1-MANJARO X Server Vendor: The X.Org Foundation X Server Release: 12101002 X Window Manager: KWin Steam Runtime Version: steam-runtime_0.20211207.0 Video Card: Driver: NVIDIA Corporation NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 Driver Version: 4.6.0 NVIDIA 495.44 OpenGL Version: 4.6 Desktop Color Depth: 24 bits per pixel Monitor Refresh Rate: 164 Hz VendorID: 0x10de DeviceID: 0x1c03 Revision Not Detected Number of Monitors: 1 Number of Logical Video Cards: 1 Primary Display Resolution: 2560 x 1440 Desktop Resolution: 2560 x 1440 Primary Display Size: 24.41" x 14.57" (28.43" diag) 62.0cm x 37.0cm (72.2cm diag) Primary Bus: PCI Express 16x Primary VRAM: 6144 MB Supported MSAA Modes: 2x 4x 8x 16x Sound card: Audio device: Nvidia GPU 84 HDMI/DP Memory: RAM: 32088 MB VR Hardware: VR Headset: None detected Miscellaneous: UI Language: English LANG: en_US.UTF-8 Total Hard Disk Space Available: 960028 MB Largest Free Hard Disk Block: 146440 MB ```
Describe what you expected should happen and what did happen. Please link any large code pastes as a Github Gist
https://user-images.githubusercontent.com/9307070/149609929-9fc3d289-4ae3-47da-8053-1b5723d80473.mov
Hi,
The game seems to always update one component upon launch: Seems like some graphical libraries are being replaced, which also prompt to shader recompile - when this happens then I get this error: If I retry multiple times I get lucky and then the game is smooth as butter.
I'm using Proton 6.3-8 on Ubuntu 20.04 on a 3080 Ti (nVidia drivers 495.46).
I did not see that D3D error window yet on my computer(RX 5700 XT) but the shader recompilation on every launching followed by its usual stuttering is here too.
I'm also getting the stutter on load mentioned a few posts up (the post with the video). Stutters fairly badly when first loading into town, then for a few seconds when entering a stage, as shown in the video. Stabilizes for the most part shortly after, but there will be an occasional stutter (~1 sec) during gameplay as well.
It may be irrelevant but a quick test led to a proton log with a large number of warnings like
warn:d3d12_pipeline_state_init_graphics: Ignoring stencilTestEnable due to lack of stencil aspect
More than 5000 lines like this and all I did was loading the game, walking a little in the village and closing it.
Proton version: 6.3.8-5
Opted into Steam client beta?: [No] Have you checked for system updates?: [Yes]
Attaching the PROTON_LOG, although the issue is not with the game startup. steam-1446780.zip
Here is a more detailed log which also captures the time period where the error occurs. steam-1446780-extra.zip
I have difficulties with multiplayer. I can join hunts in progress, and others can join mine, but if I attempt to depart on a hunt from the gathering hub with others, I disconnect with a "Communication Error" and enter the hunt separately from other players.
Launch Monster hunter rise with proton (but have tried also with proton-experimental and proton-ge)
Join a lobby with friends (this works)
Start a new hunt, wait for everyone to ready up, then launch hunt.
One of the players gets a communication error. Both players enter the hunt, but in separate instances.
Brief update, the "Fatal D3D Error" is fairly common on Windows too, nothing special about Proton/wine seems like... Perhaps some dodgy CAPCOM code?
@blastermaster77 As a workaround to the stuttering, I've been deleting the steam shader cache for the game (in steamapps/shadercache/1446780
) and shader.cache2
file from the game folder before starting the game. The game seems to be happier if it rebuilds its own cache each time.
I experience the loading screen stuttering as well, and have been wondering if that is somehow related to the multiplayer communication errors I'm seeing (if the game fails to communicate during those stutters, is that what causes the disconnect?).
I haven't yet tried deleting the shader caches manually yet, but I do know that proton and proton-experimental crash for me during the game intro (before reaching the main menu) if shader precaching is disabled in Steam settings.
I also get that crash when turning off precaching. And to clarify, it's not just loading screens that are stuttering for me. It seems that every shader that was compiled on the last run causes a massive stutter on the next run when it is used again.
@Keelhauled Hm, that seems to line up with my experience of the game recompiling its own cache every time I change runners and thus running great on that first boot, but then stuttering again on subsequent boots with the same runner. But I've seen a report on ProtonDB of someone getting a Denuvo lockout from changing runners too many times so that's not something I want to do too often.
EDIT: I tried just deleting shader.cache2
and that got rid of the stutters, so it doesn't seem that deleting Steam's cache is necessary. However, I've also noticed that on boots after shader.cache2
is deleted, while the game doesn't stutter, it does fade to a black screen for several seconds after a loading screen, essentially adding several seconds to load times. Without deleting shader.cache2
, there's no black screen after loading screens, but the stuttering is present. So it seems like a choice between stuttering or longer loads.
The game plays perfectly fine, but I have experienced a strange graphical glitch at Lava Caverns. There are green and red glowing parts on walls in the caves where there are water falls. Has anybody else had this?
I just installed latest mesa-git (22.0.0) and this is how it looks like :
Hello @TheChriZ, that looks like https://gitlab.freedesktop.org/mesa/mesa/-/issues/5620.
This bug does not occur with Proton-Experimental
I did some more testing with the help of a gracious friend. It seems like deleting the shader cache does somewhat fix the multiplayer connection issues I am encountering. It seems like if I attempt to load a map with a multiplayer session, it will succeed with no issues only if, during the load, I get the "Compiling Shaders" bar. Otherwise a communication error occurs. Deleting the shader cache meant that I was able to depart on a hunt with my friend, and it succeeded, but a communication error occured when returning back to the lobby (I assume this is because I already had computed shaders for the town and so did not need to again). This also explains why joining a lobby works, there is no map transition when joining a lobby.
I can only guess why this happens, my best totally uninformed theory is that there's some kind of handshake failing during the loading screen hitches, which doesn't fail if shaders need to be computed (maybe the game communicates an expected delay in that case? pure speculation).
Update After clearing shadercache, game runs correctly again. Leaving the error report as the error is still present (but probably unrelated).
Tried both steam stable and beta, both fail the same way. Tried both proton 6.3-8 and proton experimental, both fail the same way. Other games with proton 6.3-8 and proton experimental that ran before today run correctly.
In my case, the game worked again after removing the shader cache. The vulkan shader loading bar took less than normal and never went into the game but crashed steam instead, hopefully this helps others.
Online play is not working properly: most of the time it will let you connect to another lobby once and play one hunt, after that the game will either crash or disconnect, either when returning to the lobby or when departing for another hunt. If it disconnects it won't be able to connect again (in game error or crash when joining). There is also an element of randomness on whether it lets you connect even one time, it seems like if you try it as soon as you get in game it mostly works fine, but otherwise if you try after playing a while even in single player it can fail the first time too.
Speak with the "Courier" npc (see attached picture), select play online->find a lobby and join a game. If it lets you, play one mission then come back to the lobby. If it doesn't disconnect you or crash, join another mission on the same lobby to trigger the issue. I tried 5 times and I got disconnected or crashed 100% of the time. If disconnection happens, trying to join another lobby will result in an error. I stopped testing because I didn't want to disturb other players
Unrelated to the issue, but experimental bleeding edge stopped working with one of the last updates, it crashes once it gets tho the health disclaimer on boot so I can't try that either (that used to work, not sure about the online because I never tried with bleeding edge. I haven't played in a week so I'm not sure when it broke). Below it's a log for the bleeding edge crash steam-1446780.log
In terms of the "Fatal D3D Error"
, seems like it may be caused by enabling MANGOHUD (v 0.6.5) - apparently enabling it cause this issue to happen ~50% of the times the game is started, I've disabled it and so far never experienced the error once - will post further updates if this is the case.
Edit - can confirm having MANGOHUD enabled triggers the "Fatal D3D Error"
, restarted the game multiple times without it and never got it - otherwise is quite frequent.
adding to my other message, today I played 2-3 hours with a build of proton-tkg based on wine-staging 95bf6698950d82622f7461111b3a199343ce9a21, didn't get disconnected even once
Is there a way to disable vulkan shader compilation just for monster hunter rise? I noticed that when I start a session on wayland the game compiles the shaders on its own and its smooth as butter, wen I go back to x11 and wayland for the second time the steam vulkan shader compilation appears and it gets stutter like the video i posted above. Its with nvidia drivers.
@blastermaster77 afaik there is no way to disable it per game
95bf6698950d82622f7461111b3a199343ce9a21
Could you please link to the proton version you used?
95bf6698950d82622f7461111b3a199343ce9a21
Could you please link to the proton version you used?
My comment was mostly directed at Valve devs, I don't know if it's ok to share unofficial builds here. You could compile it yourself with proton-tkg for now.
Compatibility Report
Name of the game with compatibility issues: Monster Hunter Rise
Steam AppID of the game: 1446780
System Information
GPU: GeForce RTX 2060 SUPER
Driver/LLVM version: Mesa 22.0.0-devel
Kernel version: 5.4.0-96
Proton version: Proton Experimental
Symptoms & Reproduction
I start the game with any Proton version, it crashes & gives me an error.
Greetings,
I run this game on Linux Lite & I get this error message. I updated everything & cannot find a solution. The other bug reports didnt work for me or maybe I did something wrong. Im relatively new to Linux & this is my first bug report, so yeah probably getting something wrong
Hello @Pr0gr4mm3rR4m, your log hints that something's unhealthy with the Vulkan render path on your system. Please copy your system information from Steam (Steam
-> Help
-> System Information
) and put it in a gist, then include a link to the gist in this issue report.
As a side note, if you're primarily using the NVIDIA proprietary driver, then having a bleeding edge build of mesa will give you no benefit because those two drivers share no code.
I have just noticed the following dmesg
output after launching Rise
umip: MonsterHunterRi[34229] ip:14f533690 sp:93f740: SGDT instruction cannot be used by applications.
umip: MonsterHunterRi[34229] ip:14f533690 sp:93f740: For now, expensive software emulation returns the result.
umip: MonsterHunterRi[34229] ip:160386cb2 sp:93d4c8: SGDT instruction cannot be used by applications.
umip: MonsterHunterRi[34229] ip:160386cb2 sp:93d4c8: For now, expensive software emulation returns the result.
umip: MonsterHunterRi[34229] ip:15e660f48 sp:93d0c8: SGDT instruction cannot be used by applications.
Is it something to be concerned from a performance point of view?
adding to my other message, today I played 2-3 hours with a build of proton-tkg based on wine-staging 95bf6698950d82622f7461111b3a199343ce9a21, didn't get disconnected even once
Just tried this as well and got 4 successful connections out of 5 (the disconnect might've been a fluke, although I didn't have a single disconnect of that kind in the ~50 hours I played on Windows). There's still seems to be something very screwed with the shader caches, as several people here are reporting. I'll try deleting the shader.cache2
file - are you guys deleting it every time before you launch the game?
Also, is Steam performing 'first time setup' every time you start the game for anyone else as well?
@lptnmachine In my case I have to delete shader.cache2
and nvidiav1/GLCache/
folder before every launch for the stutters to not happen. I also skip steams own "processing vulkan shaders" popup because it doesn't seem to matter. And yeah first time setup happens very often, not sure if every time but almost.
Replying to https://github.com/ValveSoftware/Proton/issues/5495#issuecomment-1024186800
I left the shader cache alone, it only stutters on load screens and maybe briefly as soon as I get in a hunt, otherwise works fine during gameplay. The first time setup windows appears multiple (every? Didn't pay much attention) times for me too, but it's only for a split second
are you guys deleting it every time before you launch the game?
No. But the consequence is that the whole computer freezes when launching Rise. After some seconds things go back to normal. It is annoying but having to manually delete a file every time also is.
Also, is Steam performing 'first time setup' every time you start the game for anyone else as well?
Yes. But at least here it finishes fast so I do not bother with it as much as with the current performance in the flooded forest
. What kind of fps are you guys getting there? I have a Ryzen 3700x
and a Rx 5700 XT
and the fps goes from a solid 60
down to 40 or 35
and sometimes 30
. But as I do not have Windows in my PC I am not sure about what to expect in that map.
Edit: and my monitor resolution is 2560 x 1080
(ultrawide)
Replying to https://github.com/ValveSoftware/Proton/issues/5495#issuecomment-1024254180
That doesn't seem right, I'm on a 1440p monitor and a 6700xt, which I understand is a bit better but I get way better performance than that, for sure never below 60. Are you cpu or gpu limited when performance drops? What vulkan driver are you using?
Are you cpu or gpu limited when performance drops?
That is the weirdest part. None of them is saturated. Far from that. I think none of my cpu cores is getting beyond 30% usage. Similar thing in the output of radeontop
. My gpu is essentially begging to receive something to do. I think there is some kind of thread synchronization bottleneck happening on my side. At least in perf
output I see something like this
If that is normal or not I am not sure. At first sight it is almost like Proton spends most of its time acquiring locks to synchronize threads.
What vulkan driver are you using?
Mesa vulkan-radeon 21.3.4
I get the feeling you guys are having a different problem with shaders if it doesn't stutter when running around in the village for example.
@wwmm Are you sure it's just flooded forest that has bad fps? I solved my fps issues by setting WINEDLLOVERRIDES="dxgi=b"
in start parameters like i've mentioned here.
if it doesn't stutter when running around in the village for example.
That happens to me only in the first time I walk in the village after loading the game. Later visits to the village are fine while the game is running.
Are you sure it's just flooded forest that has bad fps?
Later today I will pay attention to that. But the flooded forest is definitely the map that makes me think about performance loss. The whole map has bad performance here.
I solved my fps issues by setting WINEDLLOVERRIDES="dxgi=b" in start parameters like i've mentioned
I will try to do that later and see what happens.
That happens to me only in the first time I walk in the village after loading the game. Later visits to the village are fine while the game is running.
Could you test if those first time stutters go away after deleting shader.cache2
and steamapps/shadercache/1446780/nvidiav1/GLCache
folder? I don't get any stutters during gameplay if I delete those first.
@wwmm next time you play take a look at your gpu clocks and see if it's an issue with the gpu not clocking up, if it isn't you could try forcing a different power profile
echo "manual" > /sys/class/drm/card0/device/power_dpm_force_performance_level
echo "1" > /sys/class/drm/card0/device/pp_power_profile_mode
this has solved some issues for me and other people (not related to mhr but worth a try) on NAVI since the default profile it's a bit to aggressive in clocking down and it resulted in bad frametimes the card number could vary, and on the second power profile I choose 3D_FULL_SCREEN, which for you could be a different number so adjust accordingly. (more info here)
@Keelhauled the issue for me it's pretty random, so it's hard to tell if it's helping or not, (but I do get stutters also in the village, only right after the loading screen). I'm on AMD so it might just be a different behavior with the drivers. There is a solution in development that will remove the stutters completely for vkd3d-proton, but I don't know when it will be merged
Could you test if those first time stutters go away after deleting shader.cache2
Yes. They go away. As I have a Radeon GPU it does not make sense to delete the other folder here but deleting shader.cache2
fixes these stutters. The problem is that steam stays for much more time in the "Compiling Shaders" stage. And that also happens in the game. A lot of time waiting for the shaders to be recompiled.
Thanks everyone for the responses. I played and tested some more, and here's some things I think I figured out (keep in mind that all these are uneducated guesses at best lol):
shader.cache2
before I run the game, the game does the game's cache building in most (all?) loading screens for a few seconds. No stutters whatsoever after (except some short ones in loading screens sometimes), runs fine and only few connection issues (about one every hour, maybe. In Windows I never had any disconnects at all). If I don't delete shader.cache2
however, the game doesn't do the in-game shader building, but stutters as if Proton is converting shaders when entering a map that hasn't been entered since relaunching the game.shader.cache2
I assume) and the converted version of these shaders in the Proton cache, so they get regenerated each time.I haven't touched the steamapps/shadercache/1446780/nvidiav1/GLCache
folder at all.
This is the result of just a couple of hours of 'testing' (mostly just playing because it really did work well most of the time) so might not be 100% accurate, but I really do think that there's connection between the shader (re)building and the disconnects.
I solved my fps issues by setting WINEDLLOVERRIDES="dxgi=b"
This makes no difference here.
next time you play take a look at your gpu clocks and see if it's an issue with the gpu not clocking up, if it isn't you could try forcing a different power profile
That also made no difference. I was already using profile_peak
in power_dpm_force_performance_level
. So the clocks were already fixed.
Just to show what is happening on my computer the image below is from the flooded forest. At its top right corner is the steam fps meter showing 39 fps
And that is the htop
image from the same moment
If the cpu usage gets lower than that it will be almost on idle XD. And this is what radeontop shows
My gpu is also begging for work.
@lptnmachine with that proton build I get no issues online, regardless of lags during/after loading screens, so I'm not sure it's related, but since it works fine now for me I'd rather not touch anything else
@wwmm no idea then sorry, I see you have a xwayland process so I assume you're on wayland, have you tried running the game on x11? I don't think it will solve anything but ¯_(ツ)_/¯
I see you have a xwayland process so I assume you're on wayland, have you tried running the game on x11? I don't think it will solve anything but ¯(ツ)/¯
I tried that a few minutes ago. And there was no difference at all. What is good in a way because it means wayland is not losing to Xorg. But unfortunately in both of them the performance is not as good as it can be.
I have to take a careful look at my computer configuration. I must have something enabled somewhere that is influencing this somehow...
@wwmm this is what I get roughly on the same spot, I am cpu limited too as you can see, so it might not be a gpu issue after all. I get way better performance but I'm on a 5800x. I'm not sure if the delta should be this huge. Is the cpu clocking up fine?
this is what I get roughly on the same spot
85 fps??? Holy Moly XD. Something is really bad on my side.
Is the cpu clocking up fine?
As far as I can see it is. At least setting the performance governor
made no difference when compared to schedutils.
Although I did not fix my performance problem yet I've noticed some interesting things that are affecting performance. I did the previous tests with VKD3D_CONFIG=force_host_cached
and now that I tried without it I am losing from 15 to 20 fps in places where I was having 60 fps without problems. Like the Village. And without it I see some stuttering there as well while walking around. I wonder if that was the reason I was seeing less stuttering there when compared to other people. In any case it is clear I need force_host_cached
on my hardware. It makes a big positive difference on this game performance so I will keep using it.
Something else I noticed is that smart access memory
is not playing nice with Rise. At least not with my GPU. After setting RADV_PERFTEST=nosam
I gained from 7 to 9
fps in the same map location I showed in one of my posts. The one where I was only getting 39 fps.
@wwmm what happens with VKD3D_CONFIG=no_upload_hvv? It should disable bar within vkd3d. BTW there are been other people that had issues with re-bar on other games with some cpu/gpu combination heavily degrading performance so it might be worth it to try with it disabled in bios
Compatibility Report
System Information
I confirm:
steam-1446780.log
Symptoms
Game starts up, crashes on "compiling shaders" on the first screen of the game.
Reproduction
Start the game.