One more thing: according to ncvidia-smi output the witcher3 processa seems to want to gobble up ALL the video memory:
| NVIDIA-SMI 525.60.11 Driver Version: 525.60.11 CUDA Version: 12.0 |
|-------------------------------+----------------------+----------------------+
| GPU Name Persistence-M| Bus-Id Disp.A | Volatile Uncorr. ECC |
| Fan Temp Perf Pwr:Usage/Cap| Memory-Usage | GPU-Util Compute M. |
| | | MIG M. |
|===============================+======================+======================|
| 0 NVIDIA GeForce ... Off | 00000000:29:00.0 Off | N/A |
| 0% 48C P8 24W / 220W | 7714MiB / 8192MiB | 6% Default |
| | | N/A |
+-------------------------------+----------------------+----------------------+
+-----------------------------------------------------------------------------+
| Processes: |
| GPU GI CI PID Type Process name GPU Memory |
| ID ID Usage |
|=============================================================================|
| 0 N/A N/A 892 C+G sway 102MiB |
| 0 N/A N/A 1054 G Xwayland 3MiB |
| 0 N/A N/A 1332 C+G ... --enable-features=Vulkan 11MiB |
| 0 N/A N/A 1990 G ...e/Steam/ubuntu12_32/steam 139MiB |
| 0 N/A N/A 2044 G ...ef_log.txt --shared-files 170MiB |
| 0 N/A N/A 2503 C+G ...bin\x64_dx12\witcher3.exe 7187MiB |
+-----------------------------------------------------------------------------+```
A game using 8GB of VRAM when doing RT really doesn't sound that crazy to me. I don't think that's part of the issue.
well it's happy on windows with same resources
pt., 16 gru 2022 o 20:51 Robin Kertels @.***>
napisał(a):
A game using 8GB of VRAM when doing RT really doesn't sound that crazy to
me. I don't think that's part of the issue.—
Reply to this email directly, view it on GitHub
https://github.com/HansKristian-Work/vkd3d-proton/issues/1342#issuecomment-1355511800,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AEUGANL6LU5V7V5SMNVYQI3WNTB3NANCNFSM6AAAAAATBMRQNY
.
You are receiving this because you authored the thread.Message ID:
@.***>
I tried again, under Lutris , with dxvk 2.0 and vkd3d_proton 2.8, wine lutris-GE-proton-7.33:
the error message is now: winevulkan/queue_signaller_worker: Fence wait failed, vr -4.
and the accompanying dmesg entry: `NVRM: Xid (PCI:0000:29:00): 31, pid=26325, name=witcher3.exe, Ch 00000043, intr 00000000. MMU Fault: ENGINE GRAPHICS GPCCLIENT_GCC faulted @ 0x0_00000000. Fault is of type FAULT_PDE ACCESS_TYPE_VIRT_READ'
Yes, it's a known issue. It does an out of bounds read from the SRV descriptor heap. We don't know what causes it however.
Is this the tracker or is there another place I can follow progress?
#1353 fixes one issue with it but it still hangs because of a problem with synchronization.
Don't expect any progress on that, everyone is on vacation.
Just checking on this one if there is any tests I can help run to provide logs. If that would help?
Nope, nothing you can do.
#1372 works around the GPU hang on load.
RT shadows are broken (see #1373)
And the game freezes when loading a Kaer Morhen save for me. Not a GPU hang, it every single frame just takes 10-30s and it also makes my entire system unresponsive. Doing a full barrier after every Dispatch call works around that, so probably more issues with barriers.
Just noting here that i have not experienced this issue on my 7900XTX and i am able to turn on RT (tho perf and frame timing is pretty bad)
Different game but:
Xid (PCI:0000:01:00): 109, pid=338233, name=Warframe.x64.exe, Ch 000000be, errorString CTX SWITCH TIMEOUT, Info 0x1c06a
Rolling back to version 520.56.06 Nvidia kernel modules and a 6.0.1 series kernel fixed it for me. I got the hint from this dev post:
RT seems to be working fine now with vkd3d 2.9, nvidia 530.41.03, and game version 4.03.
@struq There's still some issues with RT. In particular, having it enabled when you start the beginning of the game causes really low framerates (< 5fps) during the scene where Geralt gets out of the bath tub and approaches Yennifer.
There's also just generally low performance for the RT mode compared to Windows. I was getting around 30-ish fps on my 3090.
Just watched again the scene you mentioned and no problem here. The entire opening scene maintains 30~40 fps (1080p) for me, not great but also not very different from Windows. That being said, I do sometimes get sudden framerate drops with the dx12 version, whether or not with RT enabled, that doesn't recover unless it's restarted. But that happens in Windows too and doesn't look like a vkd3d-proton issue.
RT seems to be working fine now with vkd3d 2.9, nvidia 530.41.03, and game version 4.03.
shadows are not ok with RT enabled
shadows are not ok with RT enabled
Yes, I see the shadow glitches too. Likely the same as https://github.com/HansKristian-Work/vkd3d-proton/issues/1373.
EDIT: Already got an answer in another issue/topic. The problem seems normal.
How did you guys get the game to load with ray tracing?
My instance just hangs after loading.
Sysinfo:
OS: Arch Linux x86_64
Host: PC-XB00432 V1.0
Kernel: 6.4.2-arch1-1
Uptime: 51 mins
Packages: 970 (pacman), 9 (flatpak)
Shell: bash 5.1.16
Resolution: 3840x2160
DE: Plasma 5.27.6
WM: KWin
Theme: [Plasma], Breeze [GTK2/3]
Icons: [Plasma], breeze-dark [GTK2/3]
Terminal: konsole
Terminal Font: Source Code Pro Semibold 10
CPU: Intel i7-5820K (12) @ 4.300GHz
GPU: NVIDIA GeForce RTX 3090 Ti
Memory: 5414MiB / 15906MiB
How did you guys get the game to load with ray tracing?
I managed to launch the game by lowering the resolution to 1440p. It worked until I went to the city. I suppose I need to use RT settings instead of RT Ultra. However, the game stopped working at all, so it could be a coincidence.
Witcher version: 4.0.4
GPU: 3080 ti
Latest drivers and everything
Just noting here that i have not experienced this issue on my 7900XTX and i am able to turn on RT (tho perf and frame timing is pretty bad)
Correction to that. I cannot seem to load in to Blood and Wine without a GPU hang no matter radv or amdvlk.
Regular game doesn't seem to complain so far in that regard, but it's mostly been spot testing here and there so maybe it can also happen in certain locations.
The Witcher 3 next-gen — RT freeze on NVIDIA/Linux (Xid 109): FIXED with extra_rtas_sync
Launch options that fixed it:
PROTON_ENABLE_NVAPI=1 VKD3D_CONFIG=extra_rtas_sync %command%
SYMPTOM
Enabling ray tracing (DX12) freezes the picture within seconds while audio keeps
playing. Kernel log shows:
NVRM: Xid (PCI:0000:01:00): 109, name=witcher3.exe, CTX SWITCH TIMEOUT
Game must be killed from a terminal.
SYSTEM
RTX 3060 12GB / driver 610.43.03 (open module) / CachyOS kernel 7.1.4 / KDE Wayland
GE-Proton11-1 (vkd3d-proton 1.1-5388-gbee300e4c)
RULED OUT (all tested)
ROOT CAUSE
PROTON_LOG=1 VKD3D_DEBUG=warn showed, ~10s before VK_ERROR_DEVICE_LOST:
vkd3d_va_map_place_acceleration_structure: Attempted to place non-TLAS on
VA #14ba05a00 previously used by TLAS, marking mutated
The game reuses TLAS memory without inserting barriers, so rays traverse an
invalid BVH and stall the RT core -> GPU context switch timeout.
extra_rtas_sync inserts the RTAS barriers the game omits.
CAVEATS
ge-proton11-1x1 2026-07proton 1.1-5388x1 2026-07proton 7.33x1 2022-12PROTON_ENABLE_NVAPI=1x1 2026-07PROTON_LOG=1x1 2026-07VKD3D_CONFIG=dxr,dxr11x1 2026-07VKD3D_CONFIG=extra_rtas_syncx1 2026-07VKD3D_CONFIG=extra_rtas_sync,single_queuex1 2026-07VKD3D_CONFIG=single_queuex1 2026-07VKD3D_DEBUG=warnx1 2026-07VKD3D_DISABLE_EXTENSIONS=VK_KHR_present_wait:x1 2026-07PROTON_ENABLE_NGX_UPDATER=1x1 2022-12
Distro: Arch
Proton: bleeding edge beta from steam
NVidia driver: 525.60.11-3 with PROTON_ENABLE_NGX_UPDATER=1 set
Game works fine with RTX turned off. turning RTX on reliably produces following error visible in steam stdout/stderr output:
winevulkan/virtual_queue_worker: queue submission failed with -4, treating as DEVICE_LOST.It seems to also produce a correlated dmesg entry:
[ 973.501169] NVRM: Xid (PCI:0000:29:00): 109, pid=2503, name=witcher3.exe, Ch 0000002b, errorString CTX SWITCH TIMEOUT, Info 0x1cc029With yesterday's Proton (without 2.8 vkd3d) it produced a different error I failed to capture verbatim, but it included a fencing timeout.