Does this only happen in specific areas? I have never been able to reproduce any of the crashes people are having in the game and neither the devs.
Can you attach your savegame?
Does this only happen in specific areas? I have never been able to reproduce any of the crashes people are having in the game and neither the devs. Can you attach your savegame?
Here's the save file that I've made in the part where I've made the example videos.
Exitsave0_CD31D0CF_4A757374696E_020947_20230914095653_34_1_4.zip
The flickering you can see in the area where my character is. If you also travel back to my ship, you can see the flickering there as you go inside to the right (also shown in the example vids)
I can also reliably reproduce the gpu reset/crash just by walking around in Neon for a while.
Just to further note, I also updated to mesa-git commit c5fb2fff, cleared shader cache, no mods/no script extender. And it still yields the same flickering and gpu crash.
I do NOT have any RADV env flags set either, the only flags set in /etc/environment is
LIBVA_DRIVER_NAME=radeonsi
VDPAU_DRIVER=radeonsi
VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/radeon_icd.i686.json:/usr/share/vulkan/icd.d/radeon_icd.x86_64.json
I have also swapped to Windows and none of the reported issues are present. I spent some lengthy time running around the same environment to be sure.
The save loaded fine for me, but I cannot reproduce any issues either with that save :\
What happens if you use RADV_DEBUG=syncshaders ?
The save loaded fine for me, but I cannot reproduce any issues either with that save :\
What happens if you use RADV_DEBUG=syncshaders ?
Thanks for looking into this. I figure this is going to be a process of elimination, happy to help with anything else to diagnose this
RADV_DEBUG=syncshaders completely eliminates the flickering and also the game freezing/gpu crash. I played for about an hour to be sure.
Here's the steam logs for both env variable on and off.
shadersync ON
steam-1716740-sync-shaders.log
shadersync OFF
steam-1716740-flickers.log
I also tested AMDVLK and AMDGPU-Pro drivers, neither allowed the game to launch. RADV is the only one to launch.
my vulkaninfo
vulkaninfo.txt
Used DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1=1 and switched by using ICD env variables.
# RADV
VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/radeon_icd.i686.json:/usr/share/vulkan/icd.d/radeon_icd.x86_64.json
# AMDVLK
#VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/amd_icd32.json:/usr/share/vulkan/icd.d/amd_icd64.json
# AMDGPU PRO
#VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/amd_pro_icd32.json:/usr/share/vulkan/icd.d/amd_pro_icd64.json
Additionally, I've attached a gfxreconstruct trace for the flickering that I managed to capture if this helps
https://drive.google.com/file/d/1e3iKAVsjG9P0g4kJVWkcKkwrx4O4EaZG/view?usp=sharing
It's a bit late in the evening for me now, but I can attempt to capture another apitrace if required tomorrow.
I was able to replay the capture, but the capture does not reproduce any glitches for me. :\
Just to be 100% sure, you don't have any weird overclocks/undervolts or similar that could explain instability?
I was able to replay the capture, but the capture does not reproduce any glitches for me. :\
Just to be 100% sure, you don't have any weird overclocks/undervolts or similar that could explain instability?
After experimenting extensively in userspace and performing a complete reinstallation of Arch Linux to eliminate any potential environmental factors, it has become evident that the problem is linked to BIOS settings.
I recall that some time ago, I disabled both Above 4G Decoding and Resizable BAR as a workaround for a Cyberpunk 2077-related problem.
Consequently, I conducted several tests by toggling the Above 4G and Resizable BAR settings on and off. It turns out that the Above 4G setting must be enabled to prevent flickering in this game. Interestingly, enabling or disabling Resizable BAR has no impact on the flickering or crashing issue.
But yes, I always had a consistent gpu crash at the end of the replay capture as well. Turning Above 4G on in Bios has fixed both flickering and crashing for the replay + game itself.
Not sure what we'd like to do with this information but I'm happy for this to be closed out if you'd like. If you'd like me to test anything further, I'm happy to while I have a clean environment as well. Would be interesting to know if this can be replicated elsewhere with others turning off Above 4G Decoding.
Very strange, but at either rate, given none of us can reproduce it across many machines, I'll call this case closed for now. For others running into this problem later, it'll be worthwhile to compare 4G decoding settings.
Nobara 38, 6900 xt, GE Proton 8-13, VKD3D 2.10, Mesa 23.3.0-devel (not the latest git though: 23.2.0-git.20230819.caf15a3.fc38) and without latest game patch by bethesda.
I too have both Above 4G Decoding and ReBar disabled (for windows 7 compatibility!) but could not reproduce these artifacting/flickering issues.. (went to Neon -> Ebbside -> exact place as in the first video provided)
I was trying to find the game was flickering for me as well on NVIDIA 5080 with the 595 drivers.
I came across this post. I'm getting the same "warn:vkd3d-proton:d3d12_device_QueryInterface: not implemented, returning E_NOINTERFACE." errors in Proton Log, and the same exact flickering.
However, I did not find any of those config settings that removes the problem.
What additional logs can I provide to help debug this?
Sorry for adding a new post but this is quite weird and leaving this for future people that might find the same problem.
I've discovered what was causing the shadow flickering as seen above. I tried multiple Proton versions, clearing caches, DLSS versions, multiple settings (ReBAR On/Off, BIOS, etc) and what was causing this was... Starfield Script Extender (https://www.nexusmods.com/starfield/mods/106). As soon as I removed this, the shadow flickering was 100% gone.
@HansKristian-Work Since this is a different EXE that loads before Starfield.EXE and modifies some memory parameters, it's probably avoiding (this is a complete guess of mine) game specific fixes that exist for this title.
This breaks some heavier modding for this title. I can have it disabled for now since what I was using was mostly cosmetic, but glad that I found the cause. It was triggering my OCD in the last 3 days.
RADV_DEBUG=syncshadersx2 2023-09RADV_DEBUG=syncshaders`x1 2023-09VKD3D_CONFIG=force_host_cached`x1 2023-09
I am observing heavy artifacting/texture flicker in Starfield with the current mesa-git/vkd3d (running arch 'stock' kernel 6.5.3)
Lots of log spam for:
The only thing that I've found that alleviates the flickering and also the gpu soft resets/crashing is setting the env flag:
VKD3D_CONFIG=force_host_cachedVideo examples:
I have kept the settings consistent in terms of mainly being on Ultra settings between testing. Except for the Dynamic Resolution turned on off (which i doubt is a contributing factor but thought I'd test anyway)
Happy to update this more if there's any other iterations you'd like me to test.
Neon City Ebbside
without force_host_cache
Dynamic Resolution ON (Flickers)
artifacting_1_dr-on.webm
Dynamic Resolution OFF (Flickers)
artifacting_2_dr-off.webm
with force_host_cache (No issue)
no-artifacting_force_host_cache.webm
Ship
without force_host_cache (Flickers)
ship.webm
with force_host_cache (No Issue)
ship_force_host_cache.webm
Software information
Game: Starfield

Build ID: 12128396
I've tried a few scenarios below which did not fix the flickering.
-- ~/.cache/ mesa shader cache and radv builtins
-- appdata/local/Starfield/Pipeline.cache
-- vkd3d-proton.cache (exe root)
System information
Log files
flickering
steam-1716740.log
flickering with crash
steam-1716740-crash.log
GPU crash logs if relevant (copied over from my mesa comment)
Starfield_GCVM_L2_PROTECTION_FAULT.log