Terrible performance on NV is known and last time I looked at it, it didn't look like anything directly related to vkd3d-proton, so it's unclear how we progress on the issue.
As for freezes, I'm not aware of that.
Looking through the proton log file you provided the only thing of note that I see is the following section:
6973.029:0128:0428:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.029:0128:0428:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.035:0128:03fc:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.035:0128:03fc:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.041:0128:040c:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.041:0128:040c:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.046:0128:03fc:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.046:0128:03fc:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.070:0128:0400:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "ffb0fc6b04cf43d3" already exists.
6973.098:0128:041c:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "e3b7e00aa90101c3" already exists.
6973.111:0128:0414:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.111:0128:0414:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.146:0128:0404:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "9bb7c02897629aa6" already exists.
6973.152:0128:0410:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "9bb7c026034d49a3" already exists.
6973.156:0128:0408:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "ef85152b4356f0a0" already exists.
6973.160:0128:03f8:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.160:0128:03f8:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.163:0128:042c:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "2515f8eca58c0c9d" already exists.
6973.188:0128:03f4:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "1d09045c491e718d" already exists.
6973.190:0128:042c:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "215e73e71a5d828c" already exists.
6973.216:0128:0414:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.216:0128:0414:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.234:0128:0404:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.234:0128:0404:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.254:0128:041c:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.254:0128:041c:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.283:0128:0428:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.283:0128:0428:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.295:0128:0428:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "215e73e3e714234c" already exists.
6973.298:0128:0428:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.298:0128:0428:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.312:0128:041c:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "2515f8e8782c9742" already exists.
6973.338:0128:0428:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.338:0128:0428:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
6973.350:0128:0404:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "9bb7c02bcf87042b" already exists.
6973.373:0128:0408:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "fd9809f18aa44d1e" already exists.
6973.374:0128:0418:warn:vkd3d-proton:d3d12_pipeline_library_StorePipeline: Pipeline "e23569700992991d" already exists.
6973.397:0128:0414:err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [64, 64], but supported range is [32, 32].
6973.397:0128:0414:warn:vkd3d-proton:d3d12_pipeline_state_init_compute: Failed to create Vulkan compute pipeline, hr 0x80070057.
I ran the game locally and it results in the same logs being produced but I don't see the game freeze. So I think it must be correctly handling the E_INVALIDARG return code that is produced by vkd3d-proton for those shaders.
Could you provide the output from dmesg after the freeze occurs? This will help determine if you are hitting a GPU hang or if something else is happening. Providing a save file would also be helpful as I have not been able to reproduce the freeze with the local save I have.
Here is the dmesg output for the session I just had where it ended up freezing. I guess that part will be the most interesting:
[ 2081.404826] NVRM: GPU at PCI:0000:01:00: GPU-e82bbd13-2c21-cb38-8ba2-b6aac2fe8cfb
[ 2081.404830] NVRM: Xid (PCI:0000:01:00): 109, pid=54787, name=ffxvi.exe, Ch 00000036, errorString CTX SWITCH TIMEOUT, Info 0x5c03a
[ 2104.455095] NVRM: Xid (PCI:0000:01:00): 16, pid='<unknown>', name=<unknown>, Head 00000003 Count 00016dc9
[ 2104.455103] NVRM: krcWatchdogCallbackVblankRecovery_IMPL: NVRM-RC: RM has detected that 7 Seconds without a Vblank Counter Update on head:D0
[ 2106.206494] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32de7985543551 >= 32de79557254b4
[ 2106.206499] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 2106.206502] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32de7985543551 >= 32de79557254b4
[ 2106.206503] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 2106.209968] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32de7985871226 >= 32de79557254b4
[ 2106.209970] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 2106.209972] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32de7985871226 >= 32de79557254b4
[ 2106.209973] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 2106.216312] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32de7985b9eefb >= 32de79557254b4
[ 2106.216331] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 2106.216334] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32de7985eccbd0 >= 32de79557254b4
[ 2106.216335] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 2106.217437] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32de7985eccbd0 >= 32de79557254b4
[ 2106.217438] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 2106.217440] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32de7985eccbd0 >= 32de79557254b4
[ 2106.217441] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
Strangely enough, I switched back to 2.14.1 to get you the trace and the freeze wasn't as reliable as I explained in my initial post with the same version, I'm not sure why. For the log I joined here, I played for about 10 minutes fighting mobs in the Royal Meadows location of the game until it froze. Could it be that a given freeze would corrupt the shader cache or something and then only the game would freeze systematically?
So no save where it's sure to freeze, but I don't think this issue is related to a specific scene as it would always freeze as long as GPU usage reaches 100%. If I understand better how it triggers and becomes systematic, I'll follow up.
EDIT: The game freezes systematically again and I have no idea why it does it now, I just shut down the computer and restarted it a few hours later in between. Here is the log with NVRM crash, like the other one, the _threadNodeCheckTimeout lines are repeated until the process was killed.
[ 7255.476643] NVRM: GPU at PCI:0000:01:00: GPU-e82bbd13-2c21-cb38-8ba2-b6aac2fe8cfb
[ 7255.476647] NVRM: Xid (PCI:0000:01:00): 16, pid='<unknown>', name=<unknown>, Head 00000003 Count 000efdb7
[ 7255.476650] NVRM: krcWatchdogCallbackVblankRecovery_IMPL: NVRM-RC: RM has detected that 7 Seconds without a Vblank Counter Update on head:D0
[ 7263.509161] NVRM: Xid (PCI:0000:01:00): 16, pid='<unknown>', name=<unknown>, Head 00000003 Count 000efdb8
[ 7263.509165] NVRM: krcWatchdogCallbackVblankRecovery_IMPL: NVRM-RC: RM has detected that 7 Seconds without a Vblank Counter Update on head:D0
[ 7263.732932] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32e32a53e1f35d >= 32e328a091f44a
[ 7263.732934] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 7263.732938] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32e32a53e1f35d >= 32e328a091f44a
[ 7263.732939] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 7263.733278] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32e32a53e1f35d >= 32e328a091f44a
[ 7263.733279] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 7263.733282] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32e32a53e1f35d >= 32e328a091f44a
[ 7263.733283] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: Timeout was set to: 30000 msecs!
[ 7263.738993] NVRM: _threadNodeCheckTimeout: _threadNodeCheckTimeout: currentTime: 32e32a5447ad07 >= 32e328a091f44a
i have not gotten any crash on the game but this PR https://github.com/HansKristian-Work/vkd3d-proton/pull/2307 seems to fix the stutters at least Tested with an RTX 4070
I built the code that has been merged into master yesterday(at 5aa23ecc52ef882d857f228f24a7a4934fe7aadc) and I still have the performance issues I described in my initial post, maybe less severe but hard to tell without objective data.
I've also tried with the recent bleeding-edge version of Proton Experimental and see the same performance issues still. Also tried to use the latest DirectStorage dlls (1.2.3), which seems to help people with Final Fantasy VII Rebirth on Windows experiencing the exact same symptoms (immediate massive drop in FPS - about 30-50 % - when turning the camera slightly in bigger or populated areas), but no change there either.
Apparently, it's some kind of Nvidia driver problem (I have a 4070 Ti and use 565.77), but something still feels very off with this port. Still hoping for some kind of magic bullet. :(
Somehow I kind of suspect Direct Storage to be behind the issue from the start. I wonder if AMD cards have the same issues with this game, if anyone could tell us?
This may be related because I have a freeze issue too. While I play, during cutscenes or when an overlay element is displayed (during combat, entering a new zone, ...), my game sometimes freezes and never recover, I have to close the game manually. Note that after the game has crashed, I have to delete the FF16 shader so it can be recreated otherwise the game is stuck on the splash screen.
My proton log is filled with
627.308:0124:0128:warn:vkd3d-proton:d3d12_command_list_QueryInterface: {5b2662fb-eb28-4aec-819e-1c1b4de060f6} not implemented, returning E_NOINTERFACE.
generally followed after a few lines by
627.316:0124:0424:warn:vkd3d-proton:vkd3d_native_sync_handle_release: Failed to release semaphore (#12a).
627.316:0124:0424:warn:vkd3d-proton:dxgi_vk_swap_chain_wait_worker: Failed to increment swapchain semaphore. Did application forget to acquire?
The last lines are as follow
638.499:0124:01ec:err:vkd3d-proton:d3d12_command_queue_execute: Failed to submit queue(s), vr -4.
638.499:0124:01ec:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000013250080 is lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").
638.499:0124:01ec:err:vkd3d-proton:d3d12_command_queue_execute: Failed to submit queue(s), vr -4.
638.499:0124:01ec:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000013250080 is lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").
638.499:0124:01ec:err:vkd3d-proton:d3d12_command_queue_flush_waiters: Failed to submit semaphore waits, vr -4.
638.499:0124:01ec:err:vkd3d-proton:d3d12_command_queue_execute: Failed to submit queue(s), vr -4.
638.499:0124:01ec:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000013250080 is lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").
638.499:0124:01ec:err:vkd3d-proton:d3d12_command_queue_execute: Failed to submit queue(s), vr -4.
638.499:0124:01ec:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000013250080 is lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").
The performance issues I reported initially are fixed with the 570.86.16 driver on my end. 🥳 Still freezing though. Anyway, I guess both issues are nvidia's, not vkd3d-proton's.
I think so too, but I live in denial. I don't want to admit that I'll have to wait months on Nvidia before playing the game.
For those who experience freezes, do you by any chance use the FFXVI-fix mod? I remember trying this mod in the early days and experienced a few freezes. No more freezes during gameplay since disabling this mod. Might not be causing it but rather triggering it more easily since I also do get freezes when I change the screen resolution in the settings during gameplay ~50% of the time. Changing settings in the system menu before loading a save/starting a game is not causing any issues - might be related.
I am using FFXVI fix, but it also froze without when I tried to find the root cause before opening this issue.
For people having the freezing issue, did you try to the workaround I mentioned in the opening post? Load the starting area ensuring the GPU is used at 100%, wait a few seconds and then load your game (personally I wait a few seconds, then rotate the camera 360 and load). With this workaround, the game didn't freeze for days on my end (for play sessions between 1 and 2h).
I might be wrong, but I used to have this issue It's related to ACHIEVEMENTS , stupid right ? if you can disable them or install a 100% save game from nexus like I did as this save unlocks all achievemetns already, load them onece and then load back to your current save (beware not to overwrite your save) my freezing is gone I used to freeze after every major boss fight or sequence sometimes randomly during fights now it's fixed. I hope it helps
I'm using FFXVI fix just fine with fsr frame gen.
my pc is 3060ti i5 11400f 16 gb RAM settings are:
1080p with dlss 3.10.2.1.0 (used dlss swapper)
Graphical fidelity : mid
texture quality : high
terrain details : high
Shadow : mid
water : high
clutter density: high
NPC Quantity: High
Screen Space Reflection: On
Ambient Occlusion: On
Bloom Shader: On
occational stuttering occuring only in cities or where there are many Npcs
@GinX94 What is the Nvidia driver version you use ?
Looking for similar issues on the web, I noticed that people experiencing freezing crashes use the 570 driver, while it supposedly works on the 565 version (not tested yet).
Oh I forgot to mention it's 572.83 prob the latest
There is no 572 driver on linux to my knowledge.
Are you playing on Windows ? I that so, I'm pretty sure you're not concerned by the discussions on vkd3d-proton.
I'm 12 hours into the game, and I've been getting the freezing pretty regularly, mostly during cutscenes, but rarely in the field. When I load into the game fresh VRAM is at about 6.8/12GiB, and it does go down occasionally, but overall it slowly creeps up over time. Each rendered cutscene seems to bump usage by at least 1GiB too, and I've got mostly medium/low settings plus frame gen disabled.
I think FFXVIFix makes the freezing worse because it enables framegen during cutscenes when VRAM seems to go up the most, so I stopped using it and just restart whenever it gets too high. I wonder if all of this is related to why the game limits cutscenes to 30fps.
EDIT: Just to add I'm using Proton GE 9-27 and Nvidia 565.77 drivers on Linux.
I'm 12 hours into the game, and I've been getting the freezing pretty regularly, mostly during cutscenes, but rarely in the field. When I load into the game fresh VRAM is at about 6.8/12GiB, and it does go down occasionally, but overall it slowly creeps up over time. Each rendered cutscene seems to bump usage by at least 1GiB too, and I've got mostly medium/low settings plus frame gen disabled.
I think FFXVIFix makes the freezing worse because it enables framegen during cutscenes when VRAM seems to go up the most, so I stopped using it and just restart whenever it gets too high. I wonder if all of this is related to why the game limits cutscenes to 30fps.
EDIT: Just to add I'm using Proton GE 9-27 and Nvidia 565.77 drivers on Linux.
I completed the game last week and experienced frequent hangs and freezing issues throughout more than half of my playthrough. I was forced to defeat every major boss twice and nearly gave up on the game. As someone mentioned in this thread, the primary cause of the problem appears to be the ACHIEVEMENTS system. Each time the game is meant to reward you with an ACHIEVEMENT, it instead grants you a game to hang. :)
To resolve this, download a save file from NexusMods with 100% completion and load it. The game will freeze. Kill game, reload your own save file, and the issue should be resolved. Enjoy the rest of your gaming experience.
P.S. Let my guess, the first time game hang was after you defeat swamp flower boss - Morbol?
@dlshinobi Do you play on a legitimate copy of the game ? I thought that the achievement issue only happens on cracked versions of the game.
I'm 12 hours into the game, and I've been getting the freezing pretty regularly, mostly during cutscenes, but rarely in the field. When I load into the game fresh VRAM is at about 6.8/12GiB, and it does go down occasionally, but overall it slowly creeps up over time. Each rendered cutscene seems to bump usage by at least 1GiB too, and I've got mostly medium/low settings plus frame gen disabled.
I think FFXVIFix makes the freezing worse because it enables framegen during cutscenes when VRAM seems to go up the most, so I stopped using it and just restart whenever it gets too high. I wonder if all of this is related to why the game limits cutscenes to 30fps.
EDIT: Just to add I'm using Proton GE 9-27 and Nvidia 565.77 drivers on Linux.I completed the game last week and experienced frequent hangs and freezing issues throughout more than half of my playthrough. I was forced to defeat every major boss twice and nearly gave up on the game. As someone mentioned in this thread, the primary cause of the problem appears to be the ACHIEVEMENTS system. Each time the game is meant to reward you with an ACHIEVEMENT, it instead grants you a game to hang. :) To resolve this, download a save file from NexusMods with 100% completion and load it. The game will freeze. Kill game, reload your own save file, and the issue should be resolved. Enjoy the rest of your gaming experience. P.S. Let my guess, the first time game hang was after you defeat swamp flower boss - Morbol?
Nope, my first hang was during a cutscene at the end of the prologue (where the demo ends in Phoenix Gate). I've had no issues with achievements. It was mostly fine after the prologue with only two or three freezes until the cutscenes at the end of Kingsfall. I had to replay the boss at the end of that four times because it kept freezing, and it got significantly worse after this point. It's frustrating since other than the freezing the game mostly runs fine at high settings except for what OP also mentioned with cities/crowded areas.
After reading through multiple threads like this I ultimately removed FFXIVFix, disabled Steam overlay (I only had this enabled to fix https://github.com/ValveSoftware/steam-for-linux/issues/11446), dropped all the settings from high to medium/low, changed dynamic resolution to performance, turned off frame generation, reduced the resolution from 1920x1200 to 1680x1050, and limited FPS to 40. I managed to play for four hours now without freezing, so fingers crossed.
I'm not entirely sure if this is related, but the freezes seem similar. I had been playing for around 10 hours with no issues other than the spotty performance, when I arrived at a certain new place after a big story event. Now, in this new area, I get hard freezes constantly, resulting in a GPU reset (sometimes hard, sometimes soft). Sometimes after only a few seconds, sometimes after a minute or so. I've tried changing the kernel, proton version, deleting shaders, disabling ffxvifix, and nothing seems to be helping.
Running on max settings at 1440p without frame-gen.
RX 7900 XTX, mesa-git 23.0. Tested with kernels 6.15 and 6.12 and Proton 9, Proton 10, Proton GE-10-12.
To make sure my gpu isn't broken or anything, I played an hour or so of Starfield and Cyberpunk 2077 and those worked out great, no issues.
I'll paste the journal entries from the last few crashes here:
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:6 pasid:32814)
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: in process ffxvi.exe pid 20594 thread vkd3d_queue pid 20941)
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x000080021847d000 from client 10
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00601030
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: Faulty UTCL2 client ID: TCP (0x8)
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: MORE_FAULTS: 0x0
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: WALKER_ERROR: 0x0
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: PERMISSION_FAULTS: 0x3
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: MAPPING_ERROR: 0x0
Aug 22 00:11:31 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: RW: 0x0
--
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:5 pasid:32810)
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: in process ffxvi.exe pid 17558 thread vkd3d_queue pid 17865)
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x000080022096a000 from client 10
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00501030
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: Faulty UTCL2 client ID: TCP (0x8)
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: MORE_FAULTS: 0x0
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: WALKER_ERROR: 0x0
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: PERMISSION_FAULTS: 0x3
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: MAPPING_ERROR: 0x0
Aug 22 00:20:02 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: RW: 0x0
--
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:7 pasid:32809)
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: in process ffxvi.exe pid 31242 thread vkd3d_queue pid 31367)
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x0000800220b91000 from client 10
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00701030
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: Faulty UTCL2 client ID: TCP (0x8)
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: MORE_FAULTS: 0x0
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: WALKER_ERROR: 0x0
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: PERMISSION_FAULTS: 0x3
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: MAPPING_ERROR: 0x0
Aug 22 00:35:25 daniel-manjaro kernel: amdgpu 0000:03:00.0: amdgpu: RW: 0x0
There are around 20 more of these but they are all basically the same other than pid and such. If I understand correctly @HansKristian-Work , TCP refers to something related to shaders? Any ideas here?
Hi,
Since the last post regarding this issue, is there any solution to it. I'm the same error:
[ 1262.472408] amdgpu 0000:03:00.0: [gfxhub] page fault (src_id:0 ring:24 vmid:7 pasid:199)
[ 1262.472413] amdgpu 0000:03:00.0: Process ffxvi.exe pid 5708 thread vkd3d_queue pid 5792
[ 1262.472414] amdgpu 0000:03:00.0: in page starting at address 0x000080418d9a0000 from client 10
[ 1262.472416] amdgpu 0000:03:00.0: GCVM_L2_PROTECTION_FAULT_STATUS:0x00701430
[ 1262.472417] amdgpu 0000:03:00.0: Faulty UTCL2 client ID: SQC (data) (0xa)
[ 1262.472418] amdgpu 0000:03:00.0: MORE_FAULTS: 0x0
[ 1262.472419] amdgpu 0000:03:00.0: WALKER_ERROR: 0x0
[ 1262.472420] amdgpu 0000:03:00.0: PERMISSION_FAULTS: 0x3
[ 1262.472420] amdgpu 0000:03:00.0: MAPPING_ERROR: 0x0
[ 1262.472421] amdgpu 0000:03:00.0: RW: 0x0
[ 1264.527315] amdgpu 0000:03:00.0: Dumping IP State
[ 1264.528156] amdgpu 0000:03:00.0: Dumping IP State Completed
[ 1264.528187] amdgpu 0000:03:00.0: [drm] AMDGPU device coredump file has been created
[ 1264.528188] amdgpu 0000:03:00.0: [drm] Check your /sys/class/drm/card1/device/devcoredump/data
[ 1264.528189] amdgpu 0000:03:00.0: ring gfx_0.0.0 timeout, signaled seq=1257424, emitted seq=1257426
[ 1264.528190] amdgpu 0000:03:00.0: Process ffxvi.exe pid 5708 thread vkd3d_queue pid 5788
[ 1264.528191] amdgpu 0000:03:00.0: Starting gfx_0.0.0 ring reset
[ 1264.528989] amdgpu 0000:03:00.0: Ring gfx_0.0.0 reset succeeded
[ 1264.528990] amdgpu 0000:03:00.0: [drm] device wedged, but recovered through reset
I've got: CPU 9800x3D, GPU 9070 XT (stock ).
With this versions:
client glx vendor string: Mesa Project and SGI
OpenGL core profile version string: 4.6 (Core Profile) Mesa 26.1.2-arch2.1
OpenGL version string: 4.6 (Compatibility Profile) Mesa 26.1.2-arch2.1
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 26.1.2-arch2.1
Kernel:
Linux LXPC 7.0.11-1-cachyos #1 SMP PREEMPT_DYNAMIC
Tried with:
proton-cachyos-11.0-20260521 ( steam linux runtime)
GE-Proton 10-34
And with default steam proton version.
Thanks in advance and congrats for your great work.
I might be wrong, but I used to have this issue It's related to ACHIEVEMENTS , stupid right ? if you can disable them or install a 100% save game from nexus like I did as this save unlocks all achievemetns already, load them onece and then load back to your current save (beware not to overwrite your save) my freezing is gone I used to freeze after every major boss fight or sequence sometimes randomly during fights now it's fixed. I hope it helps
I'm using FFXVI fix just fine with fsr frame gen.
my pc is 3060ti i5 11400f 16 gb RAM settings are:
1080p with dlss 3.10.2.1.0 (used dlss swapper)
Graphical fidelity : mid
texture quality : high
terrain details : high
Shadow : mid
water : high
clutter density: high
NPC Quantity: High
Screen Space Reflection: On
Ambient Occlusion: On
Bloom Shader: On
occational stuttering occuring only in cities or where there are many Npcs
Damn you're the man among my man. The crash now gone completely. Iam almost give up to play this game because this stupid bug. Thanks 👍
proton experimentalx2 2025-02proton 2.14x1 2025-010x887a0005x1 2025-020x80070057x1 2025-01
Hi! First thank to everyone working on this, you're the wizards making gaming on Linux possible and my gratitude for this knows no bounds.
I open this thread for two issues I encounter with Final Fantasy XVI. The game is actually quite a mess of a port so it's hard to tell if the issues come from Proton, VKD3D-Proton or the game itself and I don't have any Windows to test it. Anyways, here's what I found:
Freezing issue
The game freezes systematically when loading a save within seconds after the loading is finished. The issue seems to occur only when the GPU is maxed out or above 90-95%. With VKD3D-Proton 2.14 bundled with Proton GE 9-22 (at c965c1351fd6915a65bb7f647319536252a24a93), I found two workarounds :
I found out that the second workaround doesn't work anymore when I swap Proton GE 9-22's VKD3D-Proton to the 2.14.1 release. It seemed to work properly the first time the game has been started (where it compiles shaders), but any subsequent start would end up freezing on loading, be it at the start of the game or the actual save. Rolling back to the bundled version restores the behavior explained previously.
This discrepancy between 2.14 and 2.14.1 decided me to post this issue even though the port is of uneven quality as I guess this may point to a VKD3D-Proton issue after all. From what I could find, this issue seem to plague nvidia cards only. Please note that the game also seems to freeze randomly on Windows too if the people on Steam forums and elsewhere can be believed.
Unstable performance in open or crowded area
The other issue, not game breaking, is that I experience horrendous performance in more open or crowded area (like the first town we get to named Lostwing, or Martha's Rest later in the game if that helps). The behavior is kind of strange as the framerate is normal when the scene is static (camera not moving in any way) but plummet to a crawl when just rotating the camera to then slowly return to the initial framerate when stopping to move the camera. We can see that the GPU load is decreasing when the framerate goes down. It looks like there's something holding the rendering when rotating the camera that somehow stacks until the movement stops and slowly resolves itself. Nothing special seen on the CPU front though. This issue seems to plague AMD cards as well. I have no idea if it occurs on Windows too.
System information
Log files
** Proton logs: steam-2515020_slowdown.log
** mangohud recording: ffxvi_2025-01-13_22-31-03.csv
Also:
If I may be of further help in any way (more logs, providing saves, whatever), please ask!