Open kzdixon opened 1 year ago
I had a crash on launch issue that was solved by moving the game from my external SSD to the same drive Steam was installed on. It was getting a permission error. I will update with the error log once I'm back on my machine.
Thought I would share just in case anyone is experiencing a crash on launch and has it on an external drive.
Well no more testing i hit activation limit, so appearntly every proton vision uses 1 activation and you can activate 5 times a day this is messed up, activations should be system wide not per operating or proton vision i hate Denuvo now, they cant even check per ip and machine id to see if its still same user ? meh i read tommorow if there is a fix else i give up on playing this on Linux till they remove denuvo.
The Menu Reader function from the accessibility options is broken. Works fine on Windows according to friends, but on Linux it always says "the current language is not supported" when attempting to turn it on; regardless of what language is selected in Steam.
Using Linux Mint 22.04 with Proton Experimental.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1426068813
Game is a stutter-fest on my nvidia 2060 laptop....framerates drop like mad after cutscenes. decreasing quality to low will give me 14 fps somehow even though i was getting 20fps at ultra.
I will then close the game and reload into the same area and magically get 60 fps....and then frame rates will decrease after that
Hello @mercifulboss, you've described general VRAM exhaustion where part of the graphics hot path gets bumped to system ram. If that's the case, then checking the PCIe Bandwidth Utilization in NVIDIA's config utility should show a substantial percentage increase.
@t-jonesy I don't have
vkd3d-proton.cache
andvkd3d-proton.cache.write
files. I did delete theD3D
files. I'm still crashing lol
If you have any RT settings enabled, turn them off. With my 6700 XT on the early access version I could get working RT AO on both Linux and Windows. Ever since the update yesterday I can't get RT AO to work and the game's crash logs indicate that the game engine is crashing on RT shader compilation on start up.
There's also a 3rd shader cache at steamapps/shadercache/990080
that can be deleted.
Oh, and on Windows after the latest update I have to delete ProgramData/Hogwarts Legacy/those cache files
every time I start the game now regardless of any settings I change. This game has horrible cache issues.
played few hours, and now gives me error message who directs me to support page, i tried few things but nothing, i have two gpu one amd the other nvidia with both gives me the same error so i don't think is a problem related to drivers, at this point i don't know what to do i link here the log file: steam-990080.log
Replying to #6510 (comment)
Game is a stutter-fest on my nvidia 2060 laptop....framerates drop like mad after cutscenes. decreasing quality to low will give me 14 fps somehow even though i was getting 20fps at ultra.
I will then close the game and reload into the same area and magically get 60 fps....and then frame rates will decrease after that
If your frames are dropping after some time, isn't that an indicator your VRAM is maxed? I've also read there are issues with DLSS. Try using FSR2 on balanced or something so your GPU uses less VRAM.
Hello. Could any of you people with the crash issue try something to see if it helps? In
/proc/sys/vm/max_map_count
up the default value to something like 1000000 and then try to play the game again.To make it permanent across reboots you'll instead have to add
vm.max_map_count = 1000000
to/etc/sysctl.conf
This change should kick in after a reboot or if you runsudo sysctl -p
You can read a short description of what it does here https://sysctl-explorer.net/vm/max_map_count/
Steam Deck already ship with a much higher value than default which might be why i haven't seen any report of this on >Deck.
Thanks! This seems to have fixed crashes on my hardware too. Is anyone else playing with the AMD FSR 1
and AMD FSR 2
settings? I have a Rx 5700 xt and FSR 2
is slower than FSR 1 by a huge amount. Sometimes 30 or 40 fps. Even if FSR 1 is expected to be faster on older hardware it does not seem right to have such a big gap.
I can also confirm that setting /proc/sys/vm/max_map_count
to a high value eliminated crashes when fast traveling.
I had a stuttering issue as well. Turning swap off improved the situation significantly. Reducing the swappiness to 5
also had a similar effect. The situation improved further after switching to Proton GE, turning VSYNC on and setting FPS limit to uncapped.
Is anyone else playing with the AMD FSR 1 and AMD FSR 2 settings?
I just tried this. FSR 2 is a bit better for me, but not significantly.
I just tried this. FSR 2 is a bit better for me, but not significantly.
I see. Now that I have access to more places in the map I can see that the difference in performance is not so big everywhere. But so far FSR 2 has always been slower.
Increasing the setting in the max map count fixes the fast travel crashes, the game runs pretty well...
But i have a issue i havent seen anyone talking about and i dont know if its just for me, but in the open world when i just walk around the game would completely crash my system back to gdm log in screen, its like a complete graphics driver crash.
I tried everything but i am on a part in the game now where it happens constantly, since i have to follow a character i cant get past that part since complete system crash at the same exact spot.
Using arch linux and the mesa drivers.
But i have a issue i havent seen anyone talking about and i dont know if its just for me, but in the open world when i just walk around the game would completely crash my system back to gdm log in screen, its like a complete graphics driver crash.
I am also on Arch Linux with gnome and mesa drivers but this kind of crash I have not seen. Try to take a look at sudo journalctl | grep -i gpu
, sudo journalctl | grep -i drm
or sudo journalctl | grep -i gdm
. If you are lucky you may see some kind of warning telling why it is happening.
Also arch and mesa here.
Ever since I've deleted caches from all the places AND started using VKD3D_CONFIG=pipeline_library_app_cache
AND stopped using RADV_PERFTEST=gpl
the game stopped randomly crashing my desktop. Ofc I also have vm.max_map_count set.
I currently have a 7h issues-free session
Edit: Actually never mind, I reverted to using no envvars and no gamemode it is working fine for now so I don't see any pattern here.
But i have a issue i havent seen anyone talking about and i dont know if its just for me, but in the open world when i just walk around the game would completely crash my system back to gdm log in screen, its like a complete graphics driver crash.
I am also on Arch Linux with gnome and mesa drivers but this kind of crash I have not seen. Try to take a look at
sudo journalctl | grep -i gpu
,sudo journalctl | grep -i drm
orsudo journalctl | grep -i gdm
. If you are lucky you may see some kind of warning telling why it is happening.
It throws out a massive log but from what i can see before it says reset, then reset succeeded is, error ring gfx_0.0.0 timeout, signaled seq=1392901, emitted seq=1392903
The line below that says: error process information:process hogwartslegacy. Pid 7603 thread hogwartslegacy. Pid 7603
Then it says gpu reset begin it has the same string repeated probably of my multiple tries.
Also arch and mesa here. Even since I've deleted caches from all the places AND started using
VKD3D_CONFIG=pipeline_library_app_cache
AND stopped usingRADV_PERFTEST=gpl
the game stopped randomly crashing my desktop. Ofc I also have vm.max_map_count set. I currently have a 7h issues-free session
I will try this, thank you.
Then it says gpu reset begin it has the same string repeated probably of my multiple tries.
That sounds like the gpu driver crashing. What is your GPU?
Then it says gpu reset begin it has the same string repeated probably of my multiple tries.
That sounds like the gpu driver crashing. What is your GPU?
6500xt,
For me game is running nice, but takes a lot of time to boot. Am I the only one?
For me game is running nice, but takes a lot of time to boot. Am I the only one?
Without any changes It's the same for me but I've found that VKD3D_CONFIG=pipeline_library_app_cache
makes launching the game a lot faster because it doesn't freeze at the beginning. Also remember that this game uses Denuvo so launch times are bound to be longer.
But i have a issue i havent seen anyone talking about and i dont know if its just for me, but in the open world when i just walk around the game would completely crash my system back to gdm log in screen, its like a complete graphics driver crash.
I started having the same issue when I was running around Hogsmeade for the first time, crashing every 5 minutes or so. Sometimes just the game, sometimes the graphics drivers. After that I seem to have been able to fix it somehow by:
Not sure which of them fixed it, but since doing that I was able to play for 4 hours before crashing once, and then another 2 hours. Running proton experimental with no special command line.
I've confirmed that Ray Tracing Ambient Occlusion causes the 6700 XT to crash on startup on both Windows and Linux with the Day One Patch while it works on the Early Access version. These are the game's crashlogs from Windows 11 and CachyOS using the same in-game settings aside from HDR (I've tested RT with HDR on Linux; same results).
Related to that, on Windows it automatically compresses their crash file, the .dmp file, but not on Proton/Linux.
Unrelated to any of that, using a wireless PS5 controller on Windows 11 it shows the PS5 controller prompts while on Linux it shows me Xbox prompts. Same controller, same PC.
Unrelated to any of that, using a wireless PS5 controller on Windows 11 it shows the PS5 controller prompts while on Linux it shows me Xbox prompts. Same controller, same PC.
I have to connect via USB and disable Steam Input to get PS5 controller prompts. But I don't have vibrations with this config.
Hello @thatLeaflet, please add
PROTON_LOG=1 %command%
to the game's launch options, reproduce the crash, 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.It would be nice to know how the game behaves with an up to date mesa build from a PPA like oibaf or kisak-mesa. That would make it easier for a mesa dev to ponder.
Game crashed, here's the proton log. In the time since I made my first reply, I switched to Fedora Silverblue and installed Steam as a flatpak.
I've been trying to get this to run at all (docker container running steam-headless) - the game doesn't actually launch (it says running on steam for a minute or so, before it just closes/stops) . Was able to get a log with PROTON_LOG=1, but have since been blocked for 24 hours by wonderful Denuovo because it never gets past what they consider the activation I guess?
Looking for any input from anyone. I see this listed a few times
1872413.845:0028:002c:err:seh:install_bpf Native libs are being loaded in low addresses, sc_seccomp 0x15007e146580, syscall 0x15007fe442d0, not installing seccomp. 1872413.845:0028:002c:err:seh:install_bpf The known reasons are /proc/sys/vm/legacy_va_layout set to 1 or 'ulimit -s' being 'unlimited'.
Then there's obviously an actual exception a few lines down...Again, any input would be helpful. Trying to get this setup for my wife.
Feb 12 16:31:46 Y4M1-II kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx_0.0.0 timeout, but soft recovered
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: RW: 0x0
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: MAPPING_ERROR: 0x0
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: PERMISSION_FAULTS: 0x3
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: WALKER_ERROR: 0x0
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: MORE_FAULTS: 0x0
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: Faulty UTCL2 client ID: SQC (data) (0xa)
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00501430
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: in page starting at address 0x0000800026c9c000 from client 0x1b (UTCL2)
Feb 12 16:31:36 Y4M1-II kernel: amdgpu 0000:0d:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:5 pasid:32788, for process HogwartsLegacy. pid 119019 thread HogwartsLegacy. pid 119144)
Just crashed for me now. Had to reboot as it caused the entire GPU to freak out.
My GPU is the Asrock RX 6900 XT Phantom Gaming D
0d:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Navi 21 [Radeon RX 6800/6800 XT / 6900 XT] (rev c0) (prog-if 00 [VGA controller])
Subsystem: ASRock Incorporation Navi 21 [Radeon RX 6800/6800 XT / 6900 XT]
Flags: bus master, fast devsel, latency 0, IRQ 152, IOMMU group 30
Memory at d0000000 (64-bit, prefetchable) [size=256M]
Memory at e0000000 (64-bit, prefetchable) [size=2M]
I/O ports at f000 [size=256]
Memory at fbf00000 (32-bit, non-prefetchable) [size=1M]
Expansion ROM at 000c0000 [disabled] [size=128K]
Capabilities: <access denied>
Kernel driver in use: amdgpu
Kernel modules: amdgpu
The full specs:
Operating System: Kubuntu 22.10
KDE Plasma Version: 5.26.90
KDE Frameworks Version: 5.102.0
Qt Version: 5.15.6
Kernel Version: 6.1.11-1-liquorix-amd64 (64-bit)
Graphics Platform: X11
Processors: 24 × AMD Ryzen 9 5900X 12-Core Processor
Memory: 62.7 GiB of RAM
Graphics Processor: AMD Radeon RX 6900 XT
Manufacturer: Gigabyte Technology Co., Ltd.
Product Name: X570S AORUS MASTER
System Version: -CF
It recognizes my PS4 controller but doesn't take any input from it. Works fine on windows.
Also arch and mesa here. Ever since I've deleted caches from all the places AND started using
VKD3D_CONFIG=pipeline_library_app_cache
AND stopped usingRADV_PERFTEST=gpl
the game stopped randomly crashing my desktop. Ofc I also have vm.max_map_count set. I currently have a 7h issues-free session
what did you mean when you say you "stopped using RADV_PERFTEST=gpl
"?
I'm getting "Out of video memory trying to allocate a rendering resource" error every time I launch it now, use to run nicely before. I'm on Nvidia with the launch options PROTON_ENABLE_NVAPI=1 VKD3D_CONFIG=dxr %command%
but even without it's not really helping. This is only with proton experimental, going with the default just never shows any screen and I can only hear music.
I've hit a page fault a couple of times now. The drivers have recovered, but the game (and often my WM) has not.
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:1 pasid:32780, for process HogwartsLegacy. pid 82633 thread HogwartsLegacy. pid 82633)
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: in page starting at address 0x000080002203c000 from client 0x1b (UTCL2)
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00101430
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: Faulty UTCL2 client ID: SQC (data) (0xa)
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: MORE_FAULTS: 0x0
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: WALKER_ERROR: 0x0
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: PERMISSION_FAULTS: 0x3
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: MAPPING_ERROR: 0x0
Feb 12 19:36:27 pc kernel: amdgpu 0000:0c:00.0: amdgpu: RW: 0x0
Feb 12 19:36:37 pc kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx_0.0.0 timeout, signaled seq=60767188, emitted seq=60767191
Feb 12 19:36:37 pc kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* Process information: process HogwartsLegacy. pid 82633 thread HogwartsLegacy. pid 82633
I had PROTON_LOG=1
on the command line when it happened, but there's seemingly nothing of interest in there. steam-990080.tar.gz
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1427297713
Same here, i am on a part of the map where if i just walk a meter it does that complete driver crash, the logs say the exact as yours. Rendering the game unplayable and i tried all advice given(thank you for that) but nothing works, so i gave up for a bit on it.
Same here, i am on a part of the map where if i just walk a meter it does that complete driver crash, the logs say the exact as yours. Rendering the game unplayable and i tried all advice given(thank you for that) but nothing works, so i gave up for a bit on it.
Try to see if using the variables RADV_DEBUG
and RADV_PERFTEST
https://docs.mesa3d.org/envvars.html to disable some GPU features when launching the game helps. If some of them actually make a difference a bug report should be opened at radv page so they can investigate the problem.
Has someone here tried to disable split lock (kernel 5.19 and above)?
I have not a single issue with split lock disabled and using vm.max_map_count=1048576
to mitigate the memory leak.
I also noticed that Hogwarts Legacy is the only game that triggers SWAP on my end with swappines set to 60, 32GiB RAM and SWAP size of 4GiB.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1428435588
This seems probably like something I should know, but how does one disable it? :)
@samip5 seems its a kernel parameter split_lock_detect=off
https://www.kernel.org/doc/html/latest/admin-guide/kernel-parameters.html
Will also give it a try, my game just dies of lag when entering combat.
Proton GE 49 helped a ton though. I'm able to run the game on mid-high-ultra with mostly 40-60 fps just walking about. Rtx 3060 mobile with and i7 11800h, 64GB of ram.
EDIT: nvm I'm on 5.15
@samip5 you have to put split_lock_detect=off
to your kernel start parameter.
For how you do it you should seek help from someone else because i have no clue. OpenSUSE made it very easy for me with YaST, that's why i was able to do it.
So I've been running Hogwarts Legacy with proton 7.0-6 and everything is working fine except ray-tracing.
I've enabled proton to see and report my nvidia RTX 3080 like so:
PROTON_HIDE_NVIDIA_GPU=0 PROTON_ENABLE_NVAPI=1 VKD3D_CONFIG=dxr,dxr11 PROTON_ENABLE_NGX_UPDATER=1 PROTON_LOG=1 %command%
During game start I get the following errors reported:
810.253:0144:0190:warn:seh:OutputDebugStringA "LowLevelFatalError [File:Unknown] [Line: 715] \nRayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed \n at W:/Engine/Source/Runtime/D3D12RHI/Private/D3D12RayTracing.cpp:384 \n with error E_INVALIDARG\n\n" 810.253:0144:0190:warn:seh:dispatch_exception "LowLevelFatalError [File:Unknown] [Line: 715] \nRayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed \n at W:/Engine/Source/Runtime/D3D12RHI/Private/D3D12RayTracing.cpp:384 \n with error E_INVALIDARG\n\n"
And this:
824.288:028c:0290:trace:unwind:dump_unwind_info 0xe: pushq %r13 824.288:028c:0290:trace:unwind:dump_unwind_info 0xc: pushq %r14 824.288:028c:0290:trace:unwind:dump_unwind_info 0xa: pushq %r15 824.288:028c:0290:trace:seh:RtlRestoreContext returning to 000000007B07ED4A stack 0000000000B7D0C0 824.289:028c:0290:warn:seh:OutputDebugStringA "[2023.02.13-21.33.40:913][ 0]LogWindows: Error: === Critical error: ===\r\n" 824.289:028c:0290:trace:seh:dispatch_exception code=40010006 flags=0 addr=000000007B013945 ip=000000007B013945 tid=0290 824.289:028c:0290:trace:unwind:dispatch_exception info[0]=000000000000004b 824.289:028c:0290:trace:unwind:dispatch_exception info[1]=0000000000d251d0 824.289:028c:0290:warn:seh:dispatch_exception "[2023.02.13-21.33.40:913][ 0]LogWindows: Error: === Critical error: ===\r\n" 824.289:028c:0290:trace:unwind:RtlVirtualUnwind type 1 rip 000000007B013945 rsp 0000000000B7CB40 824.289:028c:0290:trace:unwind:dump_unwind_info **** func 13660-13980 824.289:028c:0290:trace:unwind:dump_unwind_info unwind info at 000000007B0A856C flags 0 prolog 0x18 bytes function 000000007B013660-000000007B013980 824.289:028c:0290:trace:unwind:dump_unwind_info 0x18: subq $0x200,%rsp
Anyone any ideas what's happening here?
Might be worth trying experimental as the vkd3d-proton version that ships with 7 is kinda old.
@samip5 you have to put
split_lock_detect=off
to your kernel start parameter.For how you do it you should seek help from someone else because i have no clue. OpenSUSE made it very easy for me with YaST, that's why i was able to do it.
Not every CPU supports split lock detection. Check with lscpu | grep split_lock_detect
.
I'm pretty sure Ryzen and Intel CPUs before gen 12 don't have this feature.
Might be worth trying experimental as the vkd3d-proton version that ships with 7 is kinda old.
experimental at least manages to launch the game.. Judging by the music playing I've even made it into the menu except my screen is black.
01f0:warn:d3d12_pipeline_library_load_pipeline: Pipeline "AA54F4B581E077F1" does not exist.
01f0:warn:d3d12_pipeline_state_init_graphics_create_info: Unused input element 2.
01f0:warn:d3d12_pipeline_state_init_graphics_create_info: Unused input element 3.
01f0:warn:d3d12_pipeline_state_init_graphics_create_info: Unused input element 4.
01f0:warn:d3d12_pipeline_state_init_graphics_create_info: Unused input element 5.
01f0:warn:d3d12_pipeline_state_init_graphics_create_info: Unused input element 6.
01f0:warn:d3d12_pipeline_state_init_graphics_create_info: Unused input element 7.
01f0:warn:d3d12_pipeline_state_init_graphics_create_info: Unused input element 8.
01f0:warn:d3d12_pipeline_state_init_graphics_create_info: Unused input element 9.
01f0:warn:rs_desc_from_d3d12: Ignoring MultisampleEnable 0x1.
0200:warn:d3d12_pipeline_library_load_pipeline: Pipeline "F1D777BB778040A7" does not exist.
0200:warn:rs_desc_from_d3d12: Ignoring MultisampleEnable 0x1.
I get a ton load of these and the following errors:
01ec:warn:rs_desc_from_d3d12: Ignoring MultisampleEnable 0x1.
01ec:fixme:vkd3d_dxbc_compiler_emit_output: Unhandled component index 2.
01ec:warn:d3d12_pipeline_library_load_pipeline: Pipeline "58BBD96637D9F82C" does not exist.
01ec:warn:rs_desc_from_d3d12: Ignoring MultisampleEnable 0x1.
NGX Updater reported an error: error: failed to get server feature version in NGX_UPDATER_API_UPDATE
0210:warn:d3d12_pipeline_library_load_pipeline: Pipeline "2E66EC47F637F9D3" does not exist.
0210:warn:rs_desc_from_d3d12: Ignoring MultisampleEnable 0x1.
01e0:warn:d3d12_pipeline_library_load_pipeline: Pipeline "D88A59EC5F3D1FB7" does not exist.
01e0:warn:rs_desc_from_d3d12: Ignoring MultisampleEnable 0x1.
Okey when I remove PROTON_ENABLE_NGX_UPDATER=1
Everything works fine.. I don't really get up to 60 FPS with everything ( including ray-tracing ) on Ultra but I hover around 30 FPS which is fine considering that there aren't any optimized graphic drivers yet ( neither on windows ).
Proton experimental does the trick!
PC Specs:
OS: POP!_OS 22.04 LTS x86_64 KERNEL: 6.0.12-76060006-generic CPU: AMD Ryzen 7 3800X (16) @ 3.900GHz GPU: NVIDIA GeForce RTX 3080 Memory: 6721MiB / 32024MiB
My last question would be: What exactly does NGX_UPDATER do and would the game run better with it on and if so why doesn't it work for me?
Unrelated to any of that, using a wireless PS5 controller on Windows 11 it shows the PS5 controller prompts while on Linux it shows me Xbox prompts. Same controller, same PC.
I have to connect via USB and disable Steam Input to get PS5 controller prompts. But I don't have vibrations with this config.
If you haven't seen it, there's a PS icon mod which is what I use on Linux since I don't have any controller issues on Windows 11.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issue-1575220402
I can confirm that the rendering issue with clothes, both your own character and NPC's occurs with 7900 XTX I don't have this issue with 6900 XT.
No issues with 6900 XT with the vm.map increase to anything above 1 000 000.
Here's a proton log for running the game with 7900 XTX steam-990080.zip
PC specs: Operating System: Fedora Linux 37 KDE Plasma Version: 5.26.5 KDE Frameworks Version: 5.102.0 Qt Version: 5.15.8 Kernel Version: 6.1.10-200.fc37.x86_64 (64-bit) Graphics Platform: Wayland Processors: 16 × AMD Ryzen 7 7700X 8-Core Processor Memory: 31.1 GiB of RAM Graphics Processor: Radeon RX 7900 XTX Manufacturer: Gigabyte Technology Co., Ltd. Product Name: X670 GAMING X AX System Version: -CF
I have been running it great after the vm.max_map_count change and using the following launch args: VKD3D_CONFIG=pipeline_library_app_cache PROTON_LOG=1 RADV_DEBUG=1
I can confirm that the rendering issue with clothes, both your own character and NPC's occurs with 7900 XTX I don't have this issue with 6900 XT.
Just as a quick fyi to rdna3 users.
A MR has been merged into mesa main (mesa git) that works around this issue.
If people instead prefer to use the stable radv (mesa) drivers then, until the workaround hits a stable release, launching the game with RADV_DEBUG=nodcc %command%
can also rid the problem.
New update out that might solve a bunch of issues. https://hogwartslegacy.bugs.wbgames.com/patch-notes
Can confirm, performance has improved quite a bit with the new update. But I'm still getting the occasional stutter, specially sometimes after opening the menu; and the game still crashes sometimes when fast travelling.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1430365652
Thank you! This fixed the clothing rendering issue.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1430365652
"Main mesa" is that the mesa-git? Sorry for asking have been using linux for a few years but always stuck to drivers available in the repositories. This game was the first game that crashed my gpu on linux and made me hesitant to play it.
I tried every launch arguement including the nodcc nothing worked, so im guessing its a issue related to my amd card since i dont see many people noting full gpu crashes.
"Main mesa" is that the mesa-git?
Sorry yea hehe. Meant mesa git
Compatibility Report
System Information
mesa 23.1-devel
)I confirm:
Proton Log (had to compress, took a bit to get it to crash but the incorrect shaders on close NPCs was consistently appearing the entire time): steam-990080.log.zip
Symptoms
Reference Pictures:
![2023-02-07-17:54:53-screenshot](https://user-images.githubusercontent.com/10300293/217394257-1d6d5da0-acde-4de9-80c3-1de4d9bb8bb1.png) ![2023-02-07-19:00:29-screenshot](https://user-images.githubusercontent.com/10300293/217394531-0bc0f156-1cc7-4c56-9ef0-1366132930c9.png) ![2023-02-07-19:00:36-screenshot](https://user-images.githubusercontent.com/10300293/217394544-0a0e42b2-b15d-4162-8ae6-8fd0b532b2a9.png)Reproduction
Simply playing the game on a RX 7900 XTX with Proton using the latest stable driver release seems to result in this issue pretty regularly.