Open daugustin opened 1 year ago
Hello @daugustin, can you share a Proton log while running the game with Proton 8.0-2 as well?
@kisak-valve I wondered why you wrote 8.0-2 and saw that 8.0-2 was just released. I check the steam client and it offered to update.
And you know what? 8.0-2 just works. I can't see anything related in the changelog, but hey, as long as it works :D
FYI, runs here (arch, linux 6.3, mesa 23.1-rc, 5700xt/3700x, proton-experimental) fine-ish (60fps ultra), however campaign camera movement drops fps to ~30 (even on low), but recovers on not-moving
EDIT: VKD3D_CONFIG=no_upload_hvv
helps a lot with campaign-camera lag (see https://github.com/HansKristian-Work/vkd3d-proton/issues/1406)
I have the same problem as OP but 8.0-2 does not fix it. Are you using any launch options?
@RootSquirrel No Launch options. I might have confused Proton GE 8 with Proton 8, maybe even 8.0-1 was working. Maybe you did too? Proton GE does not seem to work at all.
I have played the game a bit and it seems to work really well. Performance seems great on 1440p/ultra. The only minor problem are some strange rendering artifacts when a new map/turn loads, especially around cities. They disappear by themselves - this could also be a game bug. Other than that, perfect game for me! :)
I tried GE 8 but I am back to using 8.0-2 with no luck. Still crashes after launcher.
I am using kernel 6.2.13 and have an RTX 2070.
Really just wanted to plug in and no life this game today after a rough week :(
UPDATE: In case this helps anyone, I got it working. I had gotten lazy when I very recently rebuilt my comp, and I had just let Fedora install the nvidia drivers automatically. I had a thought hours later to check that. Turns out the driver it installed was the 470xx series. I uninstalled that and manually installed the most recent 530 driver. The game now runs with Proton 8.0-2.
Thanks @daugustin for posting this and for putting your information up diligently. If I hadn't seen your driver version I may not have come back to this tonight.
UPDATE: In case this helps anyone, I got it working. I had gotten lazy when I very recently rebuilt my comp, and I had just let Fedora install the nvidia drivers automatically. I had a thought hours later to check that. Turns out the driver it installed was the 470xx series. I uninstalled that and manually installed the most recent 530 driver. The game now runs with Proton 8.0-2.
Interesting, this might be it. I'm running an NVIDIA GPU as well, and I'm running the 470xx drivers as well, because some update of the normal drivers didn't work some time ago. Game is crashing, as with the others.
From my own digging, I ended up finding game logfiles in ~/.local/share/Steam/steamapps/compatdata/1669000/pfx/drive_c/users/steamuser/Documents/Paradox\ Interactive/Age\ of\ Wonders\ 4/Logs/
, and these contain the following:
[19:18:30]Working directory: Z:\home\MYNAME\.local\share\Steam\steamapps\common\Age of Wonders 4
[19:18:30]
[19:18:30]UserPath set to: C:\users\steamuser\Documents\Paradox Interactive\Age of Wonders 4\
[19:18:30]Build Number: 77876 - Build Time: 2023-04-28 20:10:01 -STEAM BUILD
[19:18:30]Processor count detected: 12
[19:18:30]
[19:18:30]TESearchPathManager::Initialize took 0.001000 ms
[19:18:30]Open: Could not create file C:\users\steamuser\Documents\Paradox Interactive\Age of Wonders 4\/Config/input_mode.txt: File not found.
[19:18:30]
[19:18:30]Failed to initialize Aftermath (3134193676)
Aftermath here might refer to NVIDIA Nsight Aftermath. So I guess if the 470xx line doesn't support this new product, things would fail. This would also explain why a lot of people on windows had to update GPU drivers as well.
I'll try updating after work (wish me luck, as upgrading nvidia drivers tends to be fun) and see if that indeed works.
The launcher can be bypassed with some launch option trickery: eval $( echo VKD3D_CONFIG=no_upload_hvv PULSE_LATENCY_MSEC=90 "%command%" | sed "s/launcher-se\/Paradox Launcher.exe'.*/AOW4.exe'/")
.
PULSE_LATENCY_MSEC=90 was necessary for me otherwise the sound is crackling.
It should be noted that Proton 8.0 in general requires Vulkan 1.3 from the video driver. The NVIDIA 470 driver series provides Vulkan 1.2.
It should be noted that Proton 8.0 in general requires Vulkan 1.3 from the video driver. The NVIDIA 470 driver series provides Vulkan 1.2.
Yepp. Took me a bit of an odyssey, because nvidia drivers are always weird, but I'm running some nvidia driver version 530 and Proton 8 boots straight into the game. Thanks for the confirmation + Help @RootSquirrel and @kisak-valve
I'm experiencing an issue where I can't start a new game. When the character goes into the portal, the screen fades out and then I get a pretty gnarly crash that takes Steam down with it.
Hello @atrauzzi, please add PROTON_LOG=1 %command%
to the game's launch options 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.
Sure thing. @kisak-valve -- The dump was generated running Proton 8 for compatibility. I enter the game through the launcher, I attempt to start a new game. The animation of the character entering the portal completes, the screen fades to black. But I can see that the fade to black doesn't fully complete, there's a few feint pixels and the game has basically hanged. The background ambience is still playing and I can still move the cursor around. But the rest of the game has completely stopped working.
@atrauzzi So I didn't comment on this cause I didn't really think I had the ability to do anything for you, but no ones else has so let's give it a shot.
Your system report says you are using Mesa 23.0.3 with intel graphics. I wasn't able to find if that package supports Vulkan 1.3 like @kisak-valve said. I'd be surprised if you could run this game off of integrated graphics, but it has been a long time since I tried to run anything without a GPU so I dunno maybe. If you do have a graphics card then the system report by Steam isn't seeing it. In that case that would definitely be the problem.
Edit: Also are you specifically using Proton 8.0-2? That was the initial issue of the thread.
Hello @RootSquirrel, a couple details from @atrauzzi's system information: https://gist.github.com/atrauzzi/dd111880501237c2789762a1ef0d0ce5#file-gistfile1-txt-L168-L175
"type" : "discrete-gpu"
tells you the Intel Arc A770 is not an integrated GPU, and "api-version" : "1.3.238"
tells us that the driver supports Vulkan 1.3 with the hardware in general. There can still be one or more video driver specific issues lurking, but the summary requirements for Proton are met.
If we're able to figure out that Intel shows an issue that other major GPU vendors don't, that's a pretty strong hint that there's a video driver specific issue which should be mentioned to the Intel devs.
Ah I see @kisak-valve . Well, like I said, was pretty sure I was out of my depth haha
I'm having stuttering and frame drops when moving the camera on world map less so in combat but it also has a bit of issues. Weird artifacting around city.
❯ inxi -Gxx
Graphics:
Device-1: NVIDIA GA104 [GeForce RTX 3070] vendor: ASUSTeK driver: nvidia
v: 525.116.03 arch: Ampere pcie: speed: 5 GT/s lanes: 16 ports: active: none
off: DP-1, DP-2, DP-3, HDMI-A-1 empty: HDMI-A-2 bus-ID: 01:00.0
chip-ID: 10de:2484
Display: wayland server: X.org v: 1.20.14 with: Xwayland v: 22.1.7
compositor: kwin_wayland driver: X: loaded: nvidia
unloaded: fbdev,modesetting,nouveau,vesa alternate: nv gpu: nvidia
d-rect: 5720x4440 display-ID: 0
Monitor-1: DP-1 pos: top-center res: 1920x1080 size: N/A
Monitor-2: DP-2 pos: bottom-c res: 3440x1440 size: N/A
Monitor-3: DP-3 pos: middle-r res: 1080x1920 size: N/A
Monitor-4: HDMI-A-1 pos: middle-l res: 1200x1920 size: N/A
API: OpenGL v: 4.6.0 NVIDIA 525.116.03 renderer: NVIDIA GeForce RTX
3070/PCIe/SSE2 direct-render: Yes
❯ uname -a
Linux BEHEMOTH 6.2.12-200.fsync.fc37.x86_64 #1 SMP PREEMPT_DYNAMIC Thu Apr 27 09:38:53 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux
❯ sudo lspci -vvv -s $(lspci | grep VGA | cut -d' ' -f1)
01:00.0 VGA compatible controller: NVIDIA Corporation GA104 [GeForce RTX 3070] (rev a1) (prog-if 00 [VGA controller])
Subsystem: ASUSTeK Computer Inc. Device 87b8
Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+
Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx-
Latency: 0
Interrupt: pin A routed to IRQ 259
Region 0: Memory at 81000000 (32-bit, non-prefetchable) [size=16M]
Region 1: Memory at 4000000000 (64-bit, prefetchable) [size=8G]
Region 3: Memory at 4200000000 (64-bit, prefetchable) [size=32M]
Region 5: I/O ports at 6000 [size=128]
Expansion ROM at 82000000 [virtual] [disabled] [size=512K]
Capabilities: [60] Power Management version 3
Flags: PMEClk- DSI- D1- D2- AuxCurrent=0mA PME(D0+,D1-,D2-,D3hot+,D3cold-)
Status: D0 NoSoftRst+ PME-Enable- DSel=0 DScale=0 PME-
Capabilities: [68] MSI: Enable+ Count=1/1 Maskable- 64bit+
Address: 00000000fee01418 Data: 0000
Capabilities: [78] Express (v2) Legacy Endpoint, MSI 00
DevCap: MaxPayload 256 bytes, PhantFunc 0, Latency L0s unlimited, L1 <64us
ExtTag+ AttnBtn- AttnInd- PwrInd- RBE+ FLReset+
DevCtl: CorrErr+ NonFatalErr+ FatalErr+ UnsupReq+
RlxdOrd+ ExtTag+ PhantFunc- AuxPwr- NoSnoop+ FLReset-
MaxPayload 256 bytes, MaxReadReq 512 bytes
DevSta: CorrErr- NonFatalErr- FatalErr- UnsupReq- AuxPwr- TransPend-
LnkCap: Port #0, Speed 16GT/s, Width x16, ASPM L0s L1, Exit Latency L0s <512ns, L1 <16us
ClockPM+ Surprise- LLActRep- BwNot- ASPMOptComp+
LnkCtl: ASPM Disabled; RCB 64 bytes, Disabled- CommClk+
ExtSynch- ClockPM+ AutWidDis- BWInt- AutBWInt-
LnkSta: Speed 2.5GT/s (downgraded), Width x16
TrErr- Train- SlotClk+ DLActive- BWMgmt- ABWMgmt-
DevCap2: Completion Timeout: Range AB, TimeoutDis+ NROPrPrP- LTR+
10BitTagComp+ 10BitTagReq+ OBFF Via message, ExtFmt- EETLPPrefix-
EmergencyPowerReduction Not Supported, EmergencyPowerReductionInit-
FRS-
AtomicOpsCap: 32bit- 64bit- 128bitCAS-
DevCtl2: Completion Timeout: 50us to 50ms, TimeoutDis- LTR+ 10BitTagReq- OBFF Disabled,
AtomicOpsCtl: ReqEn-
LnkCap2: Supported Link Speeds: 2.5-16GT/s, Crosslink- Retimer+ 2Retimers+ DRS-
LnkCtl2: Target Link Speed: 16GT/s, EnterCompliance- SpeedDis-
Transmit Margin: Normal Operating Range, EnterModifiedCompliance- ComplianceSOS-
Compliance Preset/De-emphasis: -6dB de-emphasis, 0dB preshoot
LnkSta2: Current De-emphasis Level: -6dB, EqualizationComplete+ EqualizationPhase1+
EqualizationPhase2+ EqualizationPhase3+ LinkEqualizationRequest-
Retimer- 2Retimers- CrosslinkRes: unsupported
Capabilities: [b4] Vendor Specific Information: Len=14 <?>
Capabilities: [100 v1] Virtual Channel
Caps: LPEVC=0 RefClk=100ns PATEntryBits=1
Arb: Fixed- WRR32- WRR64- WRR128-
Ctrl: ArbSelect=Fixed
Status: InProgress-
VC0: Caps: PATOffset=00 MaxTimeSlots=1 RejSnoopTrans-
Arb: Fixed- WRR32- WRR64- WRR128- TWRR128- WRR256-
Ctrl: Enable+ ID=0 ArbSelect=Fixed TC/VC=ff
Status: NegoPending- InProgress-
Capabilities: [250 v1] Latency Tolerance Reporting
Max snoop latency: 34326183936ns
Max no snoop latency: 34326183936ns
Capabilities: [258 v1] L1 PM Substates
L1SubCap: PCI-PM_L1.2+ PCI-PM_L1.1+ ASPM_L1.2+ ASPM_L1.1+ L1_PM_Substates+
PortCommonModeRestoreTime=255us PortTPowerOnTime=10us
L1SubCtl1: PCI-PM_L1.2- PCI-PM_L1.1- ASPM_L1.2- ASPM_L1.1-
T_CommonMode=0us LTR1.2_Threshold=281600ns
L1SubCtl2: T_PwrOn=10us
Capabilities: [128 v1] Power Budgeting <?>
Capabilities: [420 v2] Advanced Error Reporting
UESta: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol-
UEMsk: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol-
UESvrt: DLP+ SDES+ TLP- FCP+ CmpltTO- CmpltAbrt- UnxCmplt- RxOF+ MalfTLP+ ECRC- UnsupReq- ACSViol-
CESta: RxErr- BadTLP- BadDLLP- Rollover- Timeout- AdvNonFatalErr-
CEMsk: RxErr- BadTLP- BadDLLP- Rollover- Timeout- AdvNonFatalErr+
AERCap: First Error Pointer: 00, ECRCGenCap- ECRCGenEn- ECRCChkCap- ECRCChkEn-
MultHdrRecCap- MultHdrRecEn- TLPPfxPres- HdrLogCap-
HeaderLog: 00000000 00000000 00000000 00000000
Capabilities: [600 v1] Vendor Specific Information: ID=0001 Rev=1 Len=024 <?>
Capabilities: [900 v1] Secondary PCI Express
LnkCtl3: LnkEquIntrruptEn- PerformEqu-
LaneErrStat: 0
Capabilities: [bb0 v1] Physical Resizable BAR
BAR 0: current size: 16MB, supported: 16MB
BAR 1: current size: 8GB, supported: 64MB 128MB 256MB 512MB 1GB 2GB 4GB 8GB
BAR 3: current size: 32MB, supported: 32MB
Capabilities: [c1c v1] Physical Layer 16.0 GT/s <?>
Capabilities: [d00 v1] Lane Margining at the Receiver <?>
Capabilities: [e00 v1] Data Link Feature <?>
Kernel driver in use: nvidia
Kernel modules: nouveau, nvidia_drm, nvidia
Not using any launch options and I guess the game is running on Proton 8 (didn't choose any specific version)
//update
VKD3D_CONFIG=no_upload_hvv %command%
in launch options improved things significantly.
@kisak-valve -- Any suggestions on what I could do or where I could go from here?
VKD3D_CONFIG=no_upload_hvv %command%
in launch options improved things significantly.
Thank you! This seems to have fixed the stutters in my case!
Don't know if I should create separate issue for this. But mods from steam workshop (Or the game launcher) don't work with this game on Proton 8 (Or any other version of Proton)
... Nevermind. Fixed by latest hot-fix
The online multiplayer lobby screen crashes and quits the game for me on Proton 8.0-2. There is some additional weird behaviour that I've noticed:
Attached is a log from the game crashing on the online multiplayer screen. steam-1669000.zip
Hello @zaxen, these look like some lines of interest from your log:
Unhandled Exception:
System.EntryPointNotFoundException: NlUnload assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) System.Windows.Documents.NLGSpellerInterop+UnsafeNlMethods.NlUnload()
at System.Windows.Documents.NLGSpellerInterop.Dispose (System.Boolean disposing) [0x0003d] in <973d1f7a2e174d95b937c5a12aeb6e9f>:0
at System.Windows.Documents.NLGSpellerInterop.Finalize () [0x00002] in <973d1f7a2e174d95b937c5a12aeb6e9f>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.EntryPointNotFoundException: NlUnload assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) System.Windows.Documents.NLGSpellerInterop+UnsafeNlMethods.NlUnload()
at System.Windows.Documents.NLGSpellerInterop.Dispose (System.Boolean disposing) [0x0003d] in <973d1f7a2e174d95b937c5a12aeb6e9f>:0
[...]
at System.Windows.Documents.NLGSpellerInterop.Finalize () [0x00002] in <973d1f7a2e174d95b937c5a12aeb6e9f>:0
I can confirm @zaxen's issues, though for me my proton log isn't as helpful as it quickly grows to many millions of lines. Regarding the multiplayer screen, it only sometimes crashes but otherwise fails at various points.
@kisak-valve thanks for taking a look, I think that line (the System.EntryPointNotFoundException: NlUnload assembly
) and all the other .Net debug logs / exceptions at the end of the trace are from the CrashReporter dialog crashing.
I captured the OutputDebugStr output from the game on Windows to compare to the proton logs, the relevant game OutputDebugStrA logs from the game running under proton appear to be:
1503.677:035c:0360:warn:debugstr:OutputDebugStringA "ProviderNakama::GetUsers: Calling GetPlatformIDsFromPdxIDs\n"
1503.677:035c:0360:warn:debugstr:OutputDebugStringA "ProviderNakama::GetUsers: Calling GetDisplayNamesByIDs\n"
1504.971:035c:04bc:warn:debugstr:OutputDebugStringA "NAKAMA @ HTTPCLIENT: HCHttpCallPerform [ID 32] [TID 1212l] WINHTTP_CALLBACK_STATUS_REQUEST_ERROR dwResult=1 dwError=14\n"
1504.975:035c:0360:warn:debugstr:OutputDebugStringA "NAKAMA @ Nakama::RestClient::reqError: NError: ConnectionError\nmessage: \n"
1504.977:035c:0360:warn:debugstr:OutputDebugStringA "PdxToSteam failure: Success: DB end: E_FAIL (HRESULT-0x80004005)\n"
1505.320:035c:04ac:warn:debugstr:OutputDebugStringA "NAKAMA @ HTTPCLIENT: HCHttpCallPerform [ID 33] [TID 1196l] WINHTTP_CALLBACK_STATUS_REQUEST_ERROR dwResult=1 dwError=14\n"
1505.325:035c:0360:warn:debugstr:OutputDebugStringA "NAKAMA @ Nakama::RestClient::reqError: NError: ConnectionError\nmessage: \n"
1505.326:035c:0360:warn:debugstr:OutputDebugStringA "PdxToSteam failure: Success: DB end: E_FAIL (HRESULT-0x80004005)\n"
1505.461:035c:04a4:warn:debugstr:OutputDebugStringA "NAKAMA @ HTTPCLIENT: HCHttpCallPerform [ID 34] [TID 1188l] WINHTTP_CALLBACK_STATUS_REQUEST_ERROR dwResult=1 dwError=14\n"
1505.464:035c:0360:warn:debugstr:OutputDebugStringA "NAKAMA @ Nakama::RestClient::reqError: NError: ConnectionError\nmessage: \n"
1505.466:035c:0360:warn:debugstr:OutputDebugStringA "Assertion failed at C:\\.workspace\\src\\Creator\\Net\\Source\\Multiplayer\\Nakama\\NetMultiplayerServiceNakama.cpp (797): false ((false @ NetMultiplayerServiceNakama.cpp:797)ResolvePlatformDisplayNames failure: message: )\n"
1506.018:035c:04bc:warn:debugstr:OutputDebugStringA "NAKAMA @ HTTPCLIENT: HCHttpCallPerform [ID 35] [TID 1212l] WINHTTP_CALLBACK_STATUS_REQUEST_ERROR dwResult=1 dwError=14\n"
1506.021:035c:0360:warn:debugstr:OutputDebugStringA "NAKAMA @ Nakama::RestClient::reqError: NError: ConnectionError\nmessage: \n"
1506.024:035c:0360:warn:debugstr:OutputDebugStringA "GetMuted fail: message: \n"
1506.745:035c:04a8:warn:debugstr:OutputDebugStringA "NAKAMA @ HTTPCLIENT: HCHttpCallPerform [ID 37] [TID 1192l] WINHTTP_CALLBACK_STATUS_REQUEST_ERROR dwResult=1 dwError=14\n"
1506.749:035c:0360:warn:debugstr:OutputDebugStringA "NAKAMA @ Nakama::RestClient::reqError: NError: ConnectionError\nmessage: \n"
1508.228:035c:04ac:warn:debugstr:OutputDebugStringA "NAKAMA @ HTTPCLIENT: HCHttpCallPerform [ID 39] [TID 1196l] WINHTTP_CALLBACK_STATUS_REQUEST_ERROR dwResult=1 dwError=14\n"
1508.234:035c:0360:warn:debugstr:OutputDebugStringA "NAKAMA @ Nakama::RestClient::reqError: NError: ConnectionError\nmessage: \n"
1508.236:035c:0360:warn:debugstr:OutputDebugStringA "GetUsers: Calling PdxToNakama\n"
1508.743:035c:049c:warn:debugstr:OutputDebugStringA "NAKAMA @ HTTPCLIENT: HCHttpCallPerform [ID 40] [TID 1180l] WINHTTP_CALLBACK_STATUS_REQUEST_ERROR dwResult=1 dwError=14\n"
1508.748:035c:0360:warn:debugstr:OutputDebugStringA "NAKAMA @ Nakama::RestClient::reqError: NError: ConnectionError\nmessage: \n"
1508.750:035c:0360:warn:debugstr:OutputDebugStringA "Assertion failed at C:\\.workspace\\src\\Creator\\Net\\Source\\Multiplayer\\Nakama\\NetMultiplayerServiceNakama.cpp (684): false ((false @ NetMultiplayerServiceNakama.cpp:684)GetPdxIDsFromNakamaIDs failed\n)\n"
1508.782:035c:0360:warn:debugstr:OutputDebugStringA "No mapping from PDX ID f24c86a6-7c42-4acc-9e7b-955cdb35ccce; user no longer exists?\n"
<snip a bunch of these>
1508.836:035c:0360:warn:debugstr:OutputDebugStringA "No mapping from PDX ID 3488624f-fb24-4eee-b54f-7cd1e1ed8a6c; user no longer exists?\n"
1508.836:035c:0360:warn:debugstr:OutputDebugStringA "GetUsers: Calling Provider->GetUsers\n"
1509.570:035c:0360:warn:debugstr:OutputDebugStringA "Assertion failed at C:\\.workspace\\src\\Creator\\EK\\Source\\ELocalUser.cpp (90): ((int)(Res) >= 0) ((((int)(Res) >= 0) @ ELocalUser.cpp:90)TERemoteUserID::StoreStr: EGUIDFromString failed)\n"
Note that I've omitted a bunch of stuff that either seems to be working or has the same errors as on windows (AoWPics stuff).
To me it looks like there's an error occuring inside the http client of the Nakama library (which is OSS and found here: https://github.com/heroiclabs/nakama-cpp) that only happens in proton and not windows that then bubbles up and leads to the game crashing maybe?
Hello @RootSquirrel, a couple details from @atrauzzi's system information: https://gist.github.com/atrauzzi/dd111880501237c2789762a1ef0d0ce5#file-gistfile1-txt-L168-L175
"type" : "discrete-gpu"
tells you the Intel Arc A770 is not an integrated GPU, and"api-version" : "1.3.238"
tells us that the driver supports Vulkan 1.3 with the hardware in general. There can still be one or more video driver specific issues lurking, but the summary requirements for Proton are met.If we're able to figure out that Intel shows an issue that other major GPU vendors don't, that's a pretty strong hint that there's a video driver specific issue which should be mentioned to the Intel devs.
Chiming in to add a data point for Intel dGPUs
Running proton 8.0-2 gets the game running. I can make a faction, etc. However, when I start a campaign I just get a black screen. This occurs when starting a new game and continuing a saved one.
I should note I am running the flatpak'd version of steam.
The game was working fine for me with Proton 8.0-2, but since the recent update to 8.0-3 I've been getting the same symptoms as the OP:
[...] the game does not start. After a moment it shows a "Paradox launcher is not responding" and you can only quit it.
The solution suggested by @RipleyTom works great for me: it just skips the paradox launcher and starts the game fine, using:
The launcher can be bypassed with some launch option trickery:
eval $( echo VKD3D_CONFIG=no_upload_hvv PULSE_LATENCY_MSEC=90 "%command%" | sed "s/launcher-se\/Paradox Launcher.exe'.*/AOW4.exe'/")
.
Thanks @RipleyTom !
Hello @ntm, please add PROTON_LOG=1 %command%
to the game's launch options, reproduce the regression, 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 the contents of Steam Runtime Diagnostics from Steam (Steam
-> Help
-> Steam Runtime Diagnostics
) and put them in a gist, then include a link to the gist in this issue report.
Hi @kisak-valve ,
thanks for following up!
Using only PROTON_LOG=1 %command% as launch option, I observe the "launcher doesn't start, can only quit" symptoms. I'm attaching the corresponding logfile.
Steam system information: https://gist.github.com/ntm/b56564522236438638346ae388bccc9a
Steam Runtime diagnostics: https://gist.github.com/ntm/e10ec3b6f0b51127c0cb6401a4b49c87
Let me know if I can do anything else to help.
Is it possible to force Steam to revert to an older release of Proton? I'ld like to produce the same proton log with 8.0-2, but I can't find a way in Steam to downgrade from 8.0-3
Replying to https://github.com/ValveSoftware/Proton/issues/6741#issuecomment-1558208500
Is this issue still pending? I'm facing the same problems with intel A750. I can start a game an with game menu but whenever I'm starting new game I can see just black screen and sounds.
What is probably worth mentioning I can see quite number messages in the log
Setting thread name for id 580: TFXThread
Thread execution of TFXThread finished.
Thread TFXThread termination signaled, finalizing heap data.
and dmesg shows
[ 3941.199607] i915 0000:03:00.0: [drm] GPU HANG: ecode 12:1:85dffffb, in Application Thr [29509]
[ 3941.199683] i915 0000:03:00.0: [drm] Application Thr[29509] context reset due to GPU hang
@Kaisrlik I believe this is a driver issue is being tracked at https://gitlab.freedesktop.org/mesa/mesa/-/issues/8983
For me, the game runs, but the initial splash screens have to mash-clicked through to reach the opening video and thus the main menu. The game runs, but the framerate is horrendous at 4K on a 7800 XT for some reason, even if I lower the settings, and it's bad even at the main menus. I had to drop my resolution to 1440p to get something resembling normalcy and, even then, the framerate fluctuates in online play and plummets during enemy turns before even locking up (albeit temporarily but somewhat lengthily) between return the turn back to players.
Proton Version: 8.0-5 steam-1669000.log System Info: gist
I ran the game with: DISPLAY=:1 gamemoderun %command%
after running the following gamescope command in the terminal to workaround the gamescope Steam overlay bug:
gamescope -e --nested-refresh=60 -w 3840 -h 2160 -W 3840 -H 2160 -f -R --RT --force-grab-cursor --hide-cursor-delay 3000 --fade-out-duration 200 --prefer-vk-device --adaptive-sync --sharpness 0 --hdr-enabled --hdr-itm-enable
Edit: For some reason, forgoing gamescope improves consistency of good performance at 4K but there's still frame drops (especially when zooming out on the world map)
Also, whenever the game crashes (which happens somewhat frequently in online play when trying to reconnect with desyncs (steam-1669000 crash.log) the game's crash collection window appears but also disappears preventing me/users from collecting information in cases that might legitimately bee game crashes. (In this case, there's a fatal unhandled exception in what I assume to be Proton, but I'm not 100% sure.)
. . .
Unhandled Exception:
System.EntryPointNotFoundException: NlUnload assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) System.Windows.Documents.NLGSpellerInterop+UnsafeNlMethods.NlUnload()
at System.Windows.Documents.NLGSpellerInterop.Dispose (System.Boolean disposing) [0x0003d] in <d31f3a57049e4054ad4371f364def5bc>:0
at System.Windows.Documents.NLGSpellerInterop.Finalize () [0x00002] in <d31f3a57049e4054ad4371f364def5bc>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.EntryPointNotFoundException: NlUnload assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) System.Windows.Documents.NLGSpellerInterop+UnsafeNlMethods.NlUnload()
at System.Windows.Documents.NLGSpellerInterop.Dispose (System.Boolean disposing) [0x0003d] in <d31f3a57049e4054ad4371f364def5bc>:0
. . .
In one instance of the game suffering from instability, I got a Proton log that was 77.4 GBs in size: Compressed log
All of that aside, the game also suffers frequent desyncs in online multiplayer; especially at the start of and after every instance of combat (primarily when using manual combat mode). I don't know if this is Proton's doing but these desyncs make the game literally hell to play.
Compatibility Report
System Information
I confirm:
Symptoms
When Using Proton 8, 8-GE and 7-GE the game does not start. After a moment it shows a "Paradox launcher is not responding" and you can only quit it. When using Proton-7, Paradox Launcher opens. You can click Play Game. A fullscreen window opens and closes. A crash reporter opens and closes after a second or two. steam-1669000.log
I don't believe this is purely a nvidia issue (the game is rated playable on the store).