Happen to me too on RAM-intensive games, but for me once the system recovers from the deadlock (yes it locks up the whole system) the game is unrecoverable, requiring force-restart of the game (and losing some progress)
else { fprintf(stderr, "radv/amdgpu: The CS has been rejected, " "see dmesg for more information (%i).\n", r); result = VK_ERROR_UNKNOWN; }@birdspider I’m currently investigating this issue and trying to reproduce the -2 CS rejection on my end. I'm using a same environment (GE-Proton10-32 Mesa 26.1-devel, v6.19 kernel), but so far, everything seems stable. Although I can see the same "Invalid resource alignment" warnings in my logs, the game doesn't crash
could you provide a save game file that is close to the crash point? Also, if you could mention the specific graphics settings or actions (e.g., zooming on the world map, entering a specific battle) that trigger the crash more frequently?
@mengchenli1980 I did give it another go, reloading old savegames from the time the crashes happened. I clicked, hovered items, scanned/zoomed map, switched menus and moved armies and fought some battles. But could not reproduce it at this time.
regarding your point 2.
This packet may have passed preliminary checks in the RADV userspace driver, but was ultimately strictly rejected by the kernel driver, returning -ENOENT and causing the submission to fail.
It seems there were some updates in mesa/radv regarding packets - so this might already be fixed.
LC_ALL=en_US git lga 5a84a6b775..HEAD --grep pack -- src/amd/vulkan/winsys/amdgpu
b41cd597902 21.04.2026 15:02 <Qiang Yu> ac,radeonsi,radv: use V_581A_* engine sel for non-pws acquire_mem packet
a7c63ae6fa9 22.03.2026 00:22 <Marek Olšák> amd: switch to new packet definitions for all packets
I'm going to attach 2 (what I think) are savegame files from 16. March and some sort of debug.txt. (there also a bunch of empty AOWe0a3.tmp,AOWe0a3.dmp files I omit). Taken from ./compatdata/1669000/pfx/drive_c/users/steamuser/AppData/Local/Temp/
3417921f-700d-4a95-860e-92587b3ace7e.txt.gz some sort of dx12 diagnostic
746f62c8-e002-4a49-b125-656b3df909b8.tar.gz savegame-dir
a8d43397-0a05-46a0-b56c-19e19cbaf578.tar.gz savegame-dir
@birdspider Thanks for the help and for testing the old savegames.
I have successfully loaded your save at Turn 74, performing combat and map zooming. Everything seems stable for now. It’s possible the current workload isn't enough to trigger the specific Page Fault that led to the GPU hang.
I have set up a full O0 debugging environment with GDB/KGDB to trace both RADV and amdgpu.ko. I plan to investigate exactly where the memory management might be failing
ge-proton10-32x2 2026-04proton experimentalx1 2026-03VKD3D_CONFIG=no_upload_hvv`x1 2026-03
UPDATE: valve's proton10 works fine, so I'm sticking to that
Software information
Playing Age of Wonders 4, not having played it since release, it basically every other round, be it in or out of combat the game freezes.
I tried in-game "driver bug workaround" setting, and with and without
VKD3D_CONFIG=no_upload_hvvI'm not sure if this a vkd3d-proton bug.
System information
various lines like
there is no additional info in dmesg/journalctl.
However the only occurence in mesa is in
maybe
PIPE_UNKNOWN_CONTEXT_RESETmeans somethingLog files
steam-AOW4_2.log
steam-AOW4_1.log