Please don't file AI-generated bug reports, this entire write-up is pure garbage with no actual information whatsoever.
Not sure what your issue is, but the semaphore error is benign and happens due to something that the game deliberately chooses to do.
I'll also note that, while I haven't tested this game, a lot of issues have been fixed in in ANV (mesa) since the version noted here. So it is probably worth trying a newer version if able.
@doitsujin well for what its worth i cannot get into the game getting the following error
im on Mesa 25.1.0-devel (git-69a6db4b2b) (LLVM 19.1.7)
@Lolihunter1337 I’m seeing the same error on Arc B580 (with Mesa 24.2.8).
Looks like it’s not just a one-off then — maybe something Arc-related?
Thanks for posting this!
Same error here on Arc A770 and mesa 25.1.0-rc3 trying to run Halo Infinite.
Same issue on ARC B580 on a Intel I5 12400 with 24 GB DDR5
I checked and it seems to be an issue with the Mesa drivers for this:
https://gitlab.freedesktop.org/mesa/mesa/-/issues/13011
Sadly on Windows I had some really bad crashes and BSOD with the latest Drivers, since Monster Hunter Wilds does not officially support Intel Cards, so I just moved into playing it on Linux and I can't right now...
On another machine with both AMD CPU and GPU I have no issues on Linux running the game, so we can only wait and hope for a fix soonish.
proton experimentalx1 2025-04MESA_LOADER_DRIVER_OVERRIDE=iris`x1 2025-04PROTON_NO_ESYNC=1x1 2025-04PROTON_NO_FSYNC=1`x1 2025-04VKD3D_CONFIG=dxr-fallback`x1 2025-04
Environment
vulkaninfoconfirmed)VK_KHR_synchronization2is listed as supportedVKD3D_CONFIG=dxr-fallbackMESA_LOADER_DRIVER_OVERRIDE=irisPROTON_NO_ESYNC=1 PROTON_NO_FSYNC=1vblank_mode=0Issue Description
The game crashes during the shader compilation stage, before reaching the main menu. The following messages repeat in
vkd3d.log:warn:vkd3d-proton:dxgi_vk_swap_chain_wait_worker: Failed to increment swapchain semaphore. Did application forget to acquire? warn:vkd3d-proton:vkd3d_native_sync_handle_release: Failed to release semaphore (#12a).
This appears to be a synchronization or swapchain handling issue between vkd3d-proton and Intel’s Vulkan driver (Mesa with the
xekernel driver).The exact same hardware runs Monster Hunter Wilds correctly on Windows using Intel’s official driver, so this appears to be a Linux-specific issue related to Proton or Mesa.
The same hardware and OS setup also runs Monster Hunter Rise (another DirectX 12 game using vkd3d-proton) without crashing. Rise shows no semaphore errors in the logs and functions normally (aside from a separate performance issue where the game is limited to 30fps).
This strongly suggests that the crash in Wilds is likely caused by a game-specific interaction with vkd3d-proton and/or Mesa, rather than a general DX12 failure on Intel Arc.
Notes
VK_KHR_synchronization2is reported as supported viavulkaninfo, but it may not be functioning reliably on this driver stack.Suggested Action
Please investigate potential incompatibility between vkd3d-proton and Intel Arc (with the
xedriver and Mesa), especially around semaphore and swapchain synchronization.If there's any additional information, testing, or logs I can provide to help narrow this down, I'm happy to assist.