It turns out the issue I referred may not relevant to my issue, as Marvel Rivals seems utilizes software Lumen GI than hardware DXR one (using VKD3D_CONFIG=nodxr that game still able to use LumenGI in benchmark).
Also reported on Nvidia side to see if this is a driver bug.
Traced by nvidia bug 5507242, close this for now.
Do you have the link for us please?
Do you have the link for us please?
Here: https://forums.developer.nvidia.com/t/580-release-feedback-discussion/341205/354
Tested through various version of vkd3d-proton until 2.11.1-same behavior. Since it only happens with specific nvidia gpu, I dont' think it's a vkd3d-proton issue now.
edit on March 5, 2026: reproduced this crash with a 5070ti mobile; still waiting for reply from nvidia. (edit a bit later: seems fixed with nvidia 595; cannot reproduce with it on 5070ti mobile.)
Fixed with nvidia-open driver update 595.45.04 for both 3060 mobile and 5070ti mobile.
proton experimentalx1 2025-08VKD3D_CONFIG=nodxr`x1 2025-09PROTON_LOG=1x1 2025-08
First reported here: ValveSoftware/Proton#7317 (comment)
I managed to find a way to reproduce this crash on my setup:
Once Effects is set to high, the game freezes instantly and throw out unreal engine's crash reporter after something like 30 secs. It's worthy to note that, if I set Effects to High first, then set RTXGI to Dynamic, the game won't freeze for now but will still freeze in further game session. (edit: even if I set everything to High in video settings then restart the game, once I change Effects from High to Epic, game still crashed.)
I think my issue may related to this one: [#2266](https://github.com/HansKristian-Work/vkd3d-proton/issues/2266), which both are involved with DXR (RTXGI and LumenGI), and both are using UE 5.3.2, and set Effects down to Low does improved stability-no more game crash.
Software information
The Finals, RTXGI Dynamic-Low and Effects High.
System information
Log files
Proton log get from
PROTON_LOG=1 %command%:steam-2073850.zip