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Monster Hunter Rise (1446780) #5495

Open dorni1234 opened 2 years ago

dorni1234 commented 2 years ago

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.

wwmm commented 2 years ago

what happens with VKD3D_CONFIG=no_upload_hvv?

It seems to have the same effect as nosam. There is some performance gain but nothing magical.

it might be worth it to try with it disabled in bios

And to my surprise that made a big difference. After disabling Above 4G decoding in my bios I started to see 60 fps almost everywhere in the flood forest :-). The place I showed in one of my images before is an exception now where I see the fps decreasing to around 54. "Suddenly" my performance issues are gone. Thanks!

But honestly I think it is really odd that even nosam and no_upload_hvv together do not have the same effects as disabling the resizable bar in the bios. And that is not all. Compare the perf output I have now Screenshot from 2022-01-28 20-37-53 with the one I showed before. The function fast_rtlAcquireSRWLockShared that was the most called function by very far suffered a massive decrease in its number of calls. It is insane. That did not happen when setting nosam or no_upload_hvv.

I wonder what else could be using the resizable bar besides radv and vkd3d. Or could it be that one of them has a bug and is not fully disabling the resizable bar usage when we tell it to do so?

EmmerichFrog commented 2 years ago

@wwmm I'm not sure about the details, but just having rebar enabled causes much slower memory access on some hw configuration, it's probably why amd has it restricted to 6xxx cards and 5xx mobo on windows

wwmm commented 2 years ago

it's probably why amd has it restricted to 6xxx cards and 5xx mobo on windows

I see. I have my RX 5700 XT on a X470 motherboard. But I still think that the fast_rtlAcquireSRWLockShared situation in perf's output is a little weird.

blastermaster77 commented 2 years ago

I can confirm that using the launch option WINEDLLOVERRIDES=dxgi=b fixes the stutters with nvidia gpu and I get no disconnects form online game. The game now always compile the shaders at the beginning. The only downside is that you have to wait for the compilation of the shaders but Its way better that way until we get a proper fix.

SeraphisCain commented 2 years ago

Using WINEDLLOVERRIDES="dxgi=b" does not fix the shader stuttering for me. Also on NVIDIA GPU.

blastermaster77 commented 2 years ago

Using WINEDLLOVERRIDES="dxgi=b" does not fix the shader stuttering for me. Also on NVIDIA GPU.

yep it does not fix it darn!

TheHooly commented 2 years ago

The game stopped working on my desktop and just fails on start. DMC5, which uses the same engine, works fine.

I've tried deleting the prefix, shadercache and reinstalling the game, and using different Proton versions, to no avail.

inxi -b (Nvidia GPU is disabled via kernel arguments)

System:
  Host: toolbox Kernel: 5.16.8-200.fc35.x86_64 x86_64 bits: 64 Desktop: GNOME
    Distro: Fedora release 35 (Thirty Five)
Machine:
  Type: Desktop Mobo: Micro-Star
    model: MPG X570 GAMING PRO CARBON WIFI (MS-7B93) v: 1.0
    serial: <superuser required> UEFI: American Megatrends LLC. v: 1.D0
    date: 07/05/2021
CPU:
  Info: 8-core AMD Ryzen 7 5800X [MT MCP] speed (MHz): avg: 2595
    min/max: 2200/4850
Graphics:
  Device-1: NVIDIA TU106 [GeForce RTX 2060 SUPER] driver: N/A
  Device-2: AMD Navi 21 [Radeon RX 6800/6800 XT / 6900 XT] driver: amdgpu
    v: kernel
  Device-3: Elgato Systems Game Capture HD60 S+ type: USB
    driver: hid-generic,snd-usb-audio,usbhid,uvcvideo
  Display: wayland server: X.Org 1.21.1.4 driver: loaded: nvidia
    unloaded: fbdev,modesetting,nouveau,vesa resolution: 1: 2560x1440~144Hz
    2: 2560x1440~60Hz 3: 1920x1080~60Hz
  Message: Unable to show advanced data. Required tool glxinfo missing.
Network:
  Device-1: Intel I211 Gigabit Network driver: igb
  Device-2: Intel Wi-Fi 6 AX200 driver: iwlwifi
Drives:
  Local Storage: total: 3.64 TiB used: 1.96 TiB (53.9%)
Info:
  Processes: 527 Uptime: 3h 26m Memory: 31.32 GiB used: 6.01 GiB (19.2%)
  Shell: Bash inxi: 3.3.12

steam-1446780.log http://ix.io/3PoA

blastermaster77 commented 2 years ago

Replying to https://github.com/ValveSoftware/Proton/issues/5495#issuecomment-1037243873

Did you delete your compatdata folder when switching proton versions? Like unofficial ones like GE?

EmmerichFrog commented 2 years ago

@TheHooly if you're using mangohud try without that

TheHooly commented 2 years ago

@blastermaster77 I did delete the prefix every time I used a different Proton version, yes. @EmmerichFrog Trying to run the game without MangoHUD seems to make no difference, http://ix.io/3Ppl

EmmerichFrog commented 2 years ago

@blastermaster77 I did delete the prefix every time I used a different Proton version, yes. @EmmerichFrog Trying to run the game without MangoHUD seems to make no difference, http://ix.io/3Ppl

Maybe it's selecting the wrong card? Try forcing the amd ICD with VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/radeon_icd.x86_64.json %command%

Adjust the path if it's not there on fedora

TheHooly commented 2 years ago

I only have 1 active card, I tried adding your env var, but that doesn't make a difference, either.

wwmm commented 2 years ago

@TheHooly comparing your logs with some of my old logs the only difference that seems relevant is

19426.155:0124:0128:fixme:ntdll:NtRaiseHardError 50000018 stub

right before the crash. But unfortunately the logs are not clear(at least to me) about why the game would be raising a "hard error" message. Did you try to take a look at your system logs? Maybe a command like sudo journalctl | grep -i steam will show something from past attempts that is interesting. Or running sudo journalctl -fb before launching the game so you can see what the system is printing to its logs while the game tries to start.

TheHooly commented 2 years ago

sudo journalctl | grep -i steam didn't reveal anything that looked interesting, but sudo journalctl -fb did: http://ix.io/3PvM

blastermaster77 commented 2 years ago

Can some one help me make a launch option script to be able to delete the shader.cache2 automatically when I launch the game? I delete it because that fixes the stutters and the online disconnects. Been trying but cat not make it to work. Any help will be apreciated.

UPDATE: nevermind fixed it I had to point to my /home/user/bin/script.sh; %command% I was missing the semicolon at the end of script.sh in the launch option now it works flawlessly! this is the simple script:

!/bin/sh

rm ~/.steam/steam/steamapps/common/MonsterHunterRise/shader.cache2

I put the script on the user folder /bin/ give premissions with chmod +x script.sh and the launch option on steam : ~/bin/script.sh; %command%

hope this helps people having disconnect problems and the stutters with the game at the beginning. This will make the game compile shaders every time you launch the game, in my system it does it fast. You will notice that the game is in sync with the audio now. video of compilation every time you launch it. The flickering of the video is a problem while recording with nvidia with obs, I forgot to deselect the allowfliping option on the nvidia-settings manager.

https://user-images.githubusercontent.com/9307070/153937160-016d2488-f16a-48aa-a0cb-2c09ce0f1465.mov

WhiteEyeDoll commented 2 years ago

The latest update (3.9.0.0) hit some kind of regression for me with a config that worked before the update. During the last moments of the initial loading screen (with the spinning logo at the lower right corner) after shader compile the game drops to 1 fps and doesn't recover from there. The start menu and village (if you manage to get there) continue running with single digit fps.

Tested WINEDLLOVERRIDES="dxgi=b", deleting shader cache, previosly working Proton GE 7.x, latest GE 7-4, Proton Experiemental, with Steam runtime and native without success.

Running NVIDIA and Intel on Arch Linux, Xorg, KDE, no special kernel or anything else.

KNobles commented 2 years ago

One issue I have and do not know why but on Manjaro KDE latest and running NVIDIA, Intel and Xorg. On whatever proton release (GE-7.9, Experimental or 7.x) when I use my keyboard and mouse everything is fine but then when I hook my controller on USB or Bluetooth using a weapon with effects like the BOW I get an insane FPS drop when the bow glows red and then when I stop it goes back to normal. Here's a video to show you this weird behaviour...

https://user-images.githubusercontent.com/14289711/158038934-9f3de9e3-f75d-4ea3-9fcb-b88a5dcdddad.mp4

danilo-bc commented 2 years ago

WINEDLLOVERRIDES="dxgi=b" Also fixed FPS for me. Went from 39 fps to 120 fps on 5600g + rx 6600. Using GE-7.20, since regular proton and experimental crashed for me. I removed my pfx on compatdata and all shader info before changing proton versions.

kisak-valve commented 2 years ago

Monster Hunter Rise Freezes Computer

Issue transferred from https://github.com/ValveSoftware/Proton/issues/5936. @Polifack posted on 2022-06-26T08:55:46:

Compatibility Report

System Information

I confirm:

steam-1446780.log

Symptoms

When reaching the FMV during the boot of Monster Hunter Rise whole computer freezes (but still playing FMV sounds) and a hard reboot is needed. Confirmed that the game runs ok on Windows.

Reproduction

Launch Monster Hunter Rise

DigitalDevilSummoner commented 2 years ago

So I've been playing with no problems up to this point, until I started fighting Basarios. After shooting him once, the game froze one the frame of impact, music still playing and my controller was vibrating. After like, a minute, the game continued until I tried to shoot him again and the game froze. I was still able to alt+tab out and do other things though. (I did record this, but the video is too big for github)

EDIT (Forgot to link gist): https://gist.github.com/DigitalDevilSummoner/d7a227765539daee04f9fd1d98d2be93#file-gistfile1-txt

kisak-valve commented 2 years ago

Hello @DigitalDevilSummoner, please add PROTON_LOG=1 %command% to the game's launch options, reproduce the render stall, and attach the generated $HOME/steam-$APPID.log to this issue report as a file. (Proton logs compress well if needed.) Also, 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.

isugimpy commented 2 years ago

I don't have a log for this yet, might try again tonight, but the stall appears to correlate with controller vibration. At least when using a Dualshock 4, large motor activation seems to do this. When I disabled vibration entirely, I was able to complete a mission without a stall. With it on, the vibration would start, a few frames later the game would stall for 1-2 minutes, vibration would stop after ~15 seconds (as far as I know this is a built in controller feature so vibration doesn't go on indefinitely when not signaled), and then it'd get a few more frames through and vibration would kick back in, triggering the stall again. I didn't sit through it long enough to get past the event that was triggering the vibration as this probably would have taken 20-30 minutes.

DigitalDevilSummoner commented 2 years ago

Replying to https://github.com/ValveSoftware/Proton/issues/5495#issuecomment-1171094232

This is actually the exact issue I was having and I also couldn't get a log, and now that i'm trying to, it doesn't happen.

rabidcopy commented 2 years ago

Having an issue with audio playback that I can't reliably reproduce. Sometimes the audio, specifically the music will cut out for 2-3 second intervals. The only correlation I have to go on is I'm using PulseAudio instead of PipeWire and I was playing the audio of a video in the background when I noticed this happening. I just found it weird that it wasn't all game audio cutting out but just the vocals/music. Haven't played natively on Windows so can't say if this is an actual bug with the game itself or not. Considered it being data streaming issue but I wasn't performing any intensive read/write operations in the background and I'm using an SSD. Have verified files. gist steam-1446780.log

ConnorDY commented 2 years ago

Compatibility Report

System Information

I confirm:

Symptoms

After the Sunbreak expansion update (not sure if you need the DLC installed or not, but I do have it installed), The Frost Islands map causes the game to crash shortly after loading into it. You are able to walk around for a bit, sometimes for a few minutes, but it always freezes. My entire system freezes for a bit when this happens. Afterwards, the game remains frozen however I can still hear the game audio. This requires me to restart the game.

I haven't ran into this issue anywhere else in the game. I was able to play this map just fine before the Sunbreak update without any issues.

Reproduction

  1. Start the game and load into the Frost Islands map. This can be via an Expedition Tour or any other quest.
  2. Attempt to move around the map. The game should freeze within a few minutes, though sometimes it'll take a bit longer.

Proton log file

steam-1446780.log

MrQuestionMarks commented 2 years ago

Commenting as to give my proton log dump after experiencing the same crash as ConnorDY. Entering the Frost Island causes game to freeze. Time to freeze is variable.

System Info Proton Log

HookedBehemoth commented 2 years ago

I experience the same issue and found another report on protondb. We all share the same graphics card; a GTX 1080. System Info

MrQuestionMarks commented 2 years ago

I couldn't get mangohud to show ram, vram, and swap usage, but could the game/vkd3d be eating up vram, ram, and swap? I do know that out of my 8GB of ram and 4GB of swap, ram was ~95% and swap was ~50% at time of one of my crashes.

A quick look through of a successful hunt, on Sandy Plains, vkd3d doesn't seem to write data to system memory. More specifically this error: 015c:warn:vkd3d_allocate_device_memory: Memory allocation failed, falling back to system memory.

The successful hunt also did not seem to throw these errors as well: 0168:warn:d3d12_pipeline_state_init_graphics: Ignoring stencilTestEnable due to lack of stencil aspect. 016c:warn:d3d12_pipeline_state_init_graphics: Unused input element 0-9

Thoughts?

Screenshot from 2022-07-03 23-22-09

No Crash Proton Log EDIT Added in that the successful hunt was in Sandy Plains, and not Frost Islands.

ConnorDY commented 2 years ago

@MrQuestionMarks I monitored my VRAM, RAM, GPU, and CPU usage while playing. I'm not getting anywhere close to maxing out any of those when I'm freezing on Frost Islands.

HookedBehemoth commented 2 years ago

I set all graphics options to low (except render scale) and it seems to work fine now for the three hunts in the Frozen Islands so far. I was also not close to exhausting VRAM or RAM before.

ThatBigBirb commented 2 years ago

Compatibility Report

System Information

I confirm:

Attached Log

Symptoms

Game blackscreens and freezes at a random chance at the end of any cutscene, including: Selecting character, Eating food, new location and new monster cutscenes, and end of hunt cutscenes.

The

There is no consistency

Reproduction

The fastest way to reproduce this is to launch the game, select your character, and watching the eating cutscene.

lorentzforces commented 2 years ago

Adding to @ThatBigBirb 's report above, and I think I can give more context since I'm encountering the same issue. Looking in the kernel logs turned up this tidbit:

NVRM: Xid (PCI:0000:09:00): 31, pid=42769, name=MonsterHunterRi, Ch 00000031, intr 00000000. MMU Fault: ENGINE HOST2 HUBCLIENT_ESC faulted @ 0x0_94f3f000. Fault is of type FAULT_PTE ACCESS_TYPE_VIRT_WRITE

I am also using an RTX 3080Ti, and this only started happening after a fairly recent graphics driver update.

Kernel version: 5.18.11-200.fc36 (Fedora 36) Driver version: Nvidia 515.57-1 Proton version: Experimental and 7.0-3

Saancreed commented 2 years ago

Since about yesterday (when I updated NV driver from 515.49.06 to 515.49.10) I'm mostly unable to launch MHR, out of about 50 attempts it did not crash immediately only twice. Within few seconds I'm greeted with this:

Screenshot_20220722_142737

After closing the dialog, the game is terminated.

steam-1446780.log

Validating the game files reports that everything is fine. Other d3d12 games like Deep Rock Galactic and Satisfactory still work without issues.

Some possibly relevant environment variables I'm using for this game:

DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1=1
DISABLE_VK_LAYER_VALVE_steam_fossilize_1=1
DXVK_ENABLE_NVAPI=1
DXVK_FILTER_DEVICE_NAME=NVIDIA
DXVK_HUD=compiler
DXVK_LOG_PATH=none
DXVK_NO_VR=1
DXVK_STATE_CACHE=0
__EGL_VENDOR_LIBRARY_FILENAMES=/usr/share/glvnd/egl_vendor.d/50_mesa.json
__GL_SHADER_DISK_CACHE=1
__GL_SHADER_DISK_CACHE_APP_NAME=MonsterHunterRise
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1
__GLX_VENDOR_LIBRARY_NAME=nvidia
GST_DEBUG=*:0
GST_PLUGIN_PATH_1_0=/usr/lib/gstreamer-1.0:/usr/lib32/gstreamer-1.0
LANG=en_US.UTF-8
LC_MEASUREMENT=C
LC_MONETARY=C
LC_NUMERIC=C
LC_TIME=C
__NV_PRIME_RENDER_OFFLOAD=1
PRESSURE_VESSEL_FILESYSTEMS_RW=/data:/run/media:/T5
PROTON_ENABLE_NVAPI=1
VKD3D_FILTER_DEVICE_NAME=NVIDIA
VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/nvidia_icd.json
__VK_LAYER_NV_optimus=NVIDIA_only
WINE_ALLOW_XIM=1
WINEESYNC=1
WINEFSYNC=1

EDIT: Okay, it was NV driver, rolled it back to .06 version and the game is fine again :weary:

calexbomb commented 1 year ago

I crash immediately whenever I attempt to start the 7* urgent quest to hunt Narwa. Log: https://drive.google.com/file/d/1Tuxo_JZhPAv0aj1FvaF4mHpYPyQ3TTDF/view?usp=sharing Using: Native Steam Pop OS 22.04 LTS RTX 2060 notebook GPU nvidia driver 515.48.07 Proton experimental Note: Using external display with internal display disabled is required in order to run the game on this setup. The Intel iGPU should not be involved at any point as the output is directly from the 2060.

Launch options: PROTON_LOG=1 PROTON_ENABLE_NVAPI=1 PROTON_HIDE_NVIDIA_GPU=0 __NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia %command%

kisak-valve commented 1 year ago

MH Rise freezes in option menu

Issue transferred from https://github.com/ValveSoftware/Proton/issues/6040. @almightyfoon posted on 2022-07-29T03:17:42:

Compatibility Report

System Information

I confirm:

steam-1446780.log

Symptoms

When going into the options menu either in game or at the launch screen attempting to go to any option other than audio freezes the video. Audio still plays after a bit of being choppy. I thought it was a file permissions issue maybe so I've verified the files and reinstalled completely.

Reproduction

  1. Launch game
  2. Go to options
  3. move mouse to save data
  4. game freezes
calexbomb commented 1 year ago

@almightyfoon I had a similar issue with my laptop. In order to stop this I had to disable my internal monitor, image

I also use these options PROTON_LOG=1 PROTON_ENABLE_NVAPI=1 PROTON_HIDE_NVIDIA_GPU=0 __NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia %command%

kzdixon commented 1 year ago

EDIT: This seems to be finally fixed as of NVIDIA 515.76.

MHRise refuses to load vkd3d-proton.cache files on drivers 515.57 and 515.65.01 on a 3090.


Compatibility Report

System Information

I confirm:

Nothing is printed from adding PROTON_LOG=1 regarding the crash on attempting to load vkd3d-proton.cache files. The game simply freezes.

Symptoms

When launching the game on newer Nvidia drivers (515.57 or 515.65.01) on a 3090 after a first boot (fresh shadercache, no cache files in root dir) the game will freeze upon attempting to load the shader cache, assumedly for the RE Logo Intro movie and beyond. dinput8 modding will never load successfully when using these drivers either. Downgrading my nvidia-drivers to the stable Gentoo version of 510.73.05 completely remedies this problem and the behavior is as it used to be before my two installs (Gentoo and Arch) pulled down the 515.57 update.

Reproduction

Install Nvidia driver 515.57 or greater while using a 3090 on Gentoo or Arch. Launch the game fresh (this will work). Close the game. Launch the game a second time, it will freeze after a bit of loading at the splash screen and never recover until stopped at the Steam UI, this also causes a slight lock-up of the system as it closes. To avoid a freeze, remove any vkd3d-proton.cache files in the MonsterHunterRise directory and it will launch (assuming there is no attempt to load dinput8.dll as well).

If needed, mangohud and gamemoderun are being used as well, but these work perfectly when running drivers before 515.57, as was my experience for 200 hours of gameplay on Proton.

kisak-valve commented 1 year ago

Monster Hunter Rise[: Sunbreak] Weird, constant stutters [NVidia GTX 1060 6GB]

Issue transferred from https://github.com/ValveSoftware/Proton/issues/6119. @awakenedCrowl posted on 2022-08-26T13:42:28:

Spec Info: intel i5-9xxxk (can't remember exact number, but 9XXX series should be enough?) NVidia GTX 1060 6GB 16GB Ram Ubuntu Budgie Latest Proprietary NVidia Drivers Issue is persistent across all latest Proton Drivers (including GE) Game installed on mounted internal m.2 ssd, different drive than OS

When I'm playing Sunbreak on my Linux Distros, I am experiencing some noticable stuttering (sudden, short FPS drops) in general gameplay. Compared to Windows (which I have in Dual Boot), on the same settings, the game also taxes the GPU much more and heats it up about 10°C further. On Windows, it runs just fine, barely gets my GPU temps above idle. It also has some occasional small stutters there, but unlike with Linux, they are only very situational and not consistently every few seconds.

Those stutters didn't seem to have been there from the beginning though. Although by now, I have changed quite some things as I experimented around, the stutters began seemingly randomly, with no notable change in the time around it. The stuttering is just as bad, no matter whether I set the FPS Cap to 30, 60 or 120 (normally I put it to 60 as I only have a 60HZ monitor and don't want to heat my GPU more than necessary).

The only thing that seems to make the stutters significantly less frequent (almost on par with Windows) is turning of "Force Full Pipeline Composition" in the NVidia XServer Settings. But that then again, brings back very bad screen tearing.

On ProtonDB or anywhere else, I can't find anyone else with a similar problem. Maybe someone has an idea what might cause the problem?

I also already tried some launch options like something with NV_API and some Vulkan Options, but none seem to show any impact.

I am using visual mods, but even completely uninstalling them doesn't seem to have any effect.

kisak-valve commented 1 year ago

Monster Hunter Rise twinkle Problem

Issue transferred from https://github.com/ValveSoftware/Proton/issues/6342. @YoungMaestro posted on 2022-11-25T16:47:12:

Compatibility Report

System Information

I confirm:

Symptoms

The problem is the constant twinkling that happens when I open the game and doesnt stop even if I try to play it (the Twinkle is more constant that what appears in the video)

Reproduction

Open the game

https://user-images.githubusercontent.com/119067917/204027999-45aaad09-4f3f-4082-bfc9-88353ec3d44e.mp4

kisak-valve commented 1 year ago

Hello @YoungMaestro, 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. Also, please add PROTON_LOG=1 %command% to the game's launch options, reproduce the issue, and attach the generated $HOME/steam-$APPID.log to this issue report as a file. (Proton logs compress well if needed.)

YoungMaestro commented 1 year ago

Gist: https://gist.github.com/YoungMaestro/9bdf3bcb1a725e1e87b141d68be11017 (couldnt find appid.log)

kisak-valve commented 1 year ago

It looks like your system is defaulting to the Intel GPU for OpenGL and Vulkan. Blind guess that it's being used with the game instead of your dGPU. It might be interesting to test if setting the game's launch options to DRI_PRIME=1 %command% has an effect.

YoungMaestro commented 1 year ago

It didn't have any effect

YoungMaestro commented 1 year ago

Anything I can try to fix it? edit: Running this command allowed me to use the graphics card and put the game full screen although now is a complete black screen and I can interact with the game (hear intro music and Navigate through the start menu) WINEDLLOVERRIDES="dxgi=b" DRI_PRIME=1 %command%

Billli11 commented 1 year ago

The newest Proton - Experimental (build id: 10039633) crash Monster Hunter Rise. steam-1446780.log Previous Experimental version and Proton Next (7.0-5) is working.

alasky17 commented 1 year ago

@Billli11 Could you provide some more information? 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. Could you also give more details about when the game crashes?

Billli11 commented 1 year ago

system info

the game crash right after shader compilation and intro movies,then launch CrashReport.exe.

Tried remove and recreated prefix and still crash.

Tried 3 other game. Those are working.(include DX11 and DX12 title)

Keelhauled commented 1 year ago

Getting some vertex explosions with the new nvidia driver 525.60.11-1 on a 2070 using arch linux. Downgraded to 520.56.06-12 and everything is fine again. The lucent nargacuga hunt was a consistent way to get the bug to show. Anyone else having the same?

alasky17 commented 1 year ago

@Billli11 I'm using very similar hardware to you, and also running Arch (but with kwin not wlroots and I'm not on mesa-git) and I do not see this crash. I noticed that you have Steam runtime disabled - could you see if enabling it helps?

Billli11 commented 1 year ago

@Billli11 I'm using very similar hardware to you, and also running Arch (but with kwin not wlroots and I'm not on mesa-git) and I do not see this crash. I noticed that you have Steam runtime disabled - could you see if enabling it helps?

Think for the suggestion but it's also crash when start steam with steam-runtime and not steam-native.

I also tried the following:

The strange thing is that all the other games that I played with proton experimental have been running as usual. I only encounter problem with this game.