protonscr

Resident Evil Requiem — VK_ERROR_DEVICE_LOST on Intel Arc A770 (DG2) during DeferredSkinning pass

vkd3dopen appid 3764200
HansKristian-Work/vkd3d-proton#2927 · opened 2026-04-09 by Censolo · updated 2026-05-13 · 6 comments · github · game page · search this game
CCensolo 2026-04-09 github

The game starts loading after start is pressed from the menù, then the screen goes black with audio continuing. The GPU hangs for ~5 seconds before the game becomes unresponsive and must be force-killed. Reproducible every run at the same point.

Software information

Resident Evil Requiem (AppID 3764200), default settings, DX12.
Launch options: PROTON_LOG=1 %command% /WineDetectionEnabled:False

Without /WineDetectionEnabled:False, the game freezes earlier, immediately after initial shader compilation, before reaching menù.

System information

GPU: Intel Arc A770 16GB (DG2/Xe-HPG, PCI 0x56a0)
Driver: Mesa 26.1.0-devel, xe kernel driver, kernel 6.19.10
Proton version: GE-Proton10-34

What the log shows

At the crash point, multiple instances of:
warn: d3d12_resource_validate_texture_alignment: Invalid resource alignment 0x1000 (required 0x10000).
warn: d3d12_device_GetResourceAllocationInfo3: Invalid resource desc.
These coincide with DeferredSkinning pipeline cache misses.

~20 seconds later:
err: vkd3d_wait_for_gpu_timeline_semaphore: Failed to wait for Vulkan timeline semaphore, vr -4.
warn: d3d12_device_mark_as_removed: Device lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").

Confirmed by dmesg same event, RCS engine reset:
xe 0000:03:00.0: [drm] Tile0: GT0: Engine reset: engine_class=rcs
xe 0000:03:00.0: [drm] Tile0: GT0: Timedout job: seqno=19935, in re9.exe

The game submits GetResourceAllocationInfo3 with 4KB alignment for placed textures during the DeferredSkinning pass. VKD3D-Proton rejects these rather than rounding up to the required 64KB.

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steam-3764200.log

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Mmengchenli1980 2026-05-04 github

@Censolo I am investigating a similar kernel memory management issue in #2881(Invalid resource alignment). To help with debugging, could you provide your save files(closest to the crash point) and configuration files? You can package them into a tarball using the following command:

tar -zcvf resident_evil_requiem.tar.gz
~/.steam/debian-installation/userdata/<your_steam_id>/3764200
~/.steam/debian-installation/steamapps/compatdata/3764200/pfx/drive_c/users

Also, could you provide detailed instructions on how to reproduce the crash from that save point, and what specific actions trigger the issue?

CCensolo 2026-05-04 github

I'm currently reinstalling the game to try and provide you with some of the required information, will update shortly.

The problem occurs before I have the chance to play at all, so I'm not sure what save files (if any) the game generates, but I'll check and provide whatever I find.

CCensolo 2026-05-04 github

Attached the archive containing ../userdata/<steam_id>/3764200 and ../steamapps/compatdata/3764200/pfx/drive_c/users

Detailed instructions to reproduce the crash

  1. Wait for shader compilation to complete.
  2. Enter the main menu.
  3. Start a new game.
  4. Select the desired difficulty.
  5. The game begins loading the first cinematic.

Observed result:
After a few seconds, the video feed freezes, but the cinematic audio continues playing in the background.
The game becomes completely unresponsive.

Note:
Waiting for the cinematic to finish does not resolve the issue.

Additional testing

  • Tried using Proton 11 (beta) as the compatibility tool, same behavior occurs.

resident_evil_requiem.tar.gz

Mmengchenli1980 2026-05-05 github

@Censolo I used the same software environment as you: GE-Proton10-34 + 26.1.0-devel + kernel 6.19.10. I loaded your save and followed your instructions to play the game. No issues occurred. I successfully got through the opening cinematic, all the way until the female protagonist Grace appeared. I tested on two hardware setups:

  1. A 5800U industrial board (with Vega 8, GCN architecture).
  2. A desktop PC (RX 7600 8G, RDNA3 architecture).

I don't have your dedicated graphics card, the Intel Arc A770. It seems the game works without issues on AMD graphics. In my testing, I also encountered the same Invalid resource alignment 0x1000 (required 0x10000) warnings in the logs. However, the Mesa RADV driver seems to handle these misalignments more gracefully.In contrast, Intel's ANV driver is generally much stricter with memory alignment requirements than AMD. Perhaps mesa-26.1.0 is too new and introduced a new bug in the Mesa ANV driver, so it shouldn't be a vkd3d-proton issue. Could you try rolling back your mesa to a version between mesa-26.0.1 and mesa-26.0.6 to test? Keep all other environments unchanged.

CCensolo 2026-05-09 github

Hey sorry for the late reply, and thanks for testing on your AMD setups and confirming the game works there.

Regarding the Mesa version: I originally hit this crash on Mesa 25.x as well, so it’s not a new regression in 26.1.0. The problem has persisted across multiple Mesa releases.

Mmengchenli1980 2026-05-13 github

@Censolo This should not be a universal issue, nor an issue with vkd3d-proton. Even if there is an issue, it should be an optimization/compatibility issue with the Mesa ANV driver adapting to the Intel Arc A770. I don't know if you have any other Intel graphics cards, or other graphics cards. If you have time, could you plug in a new graphics card to test it? No issues were found in my two hardware environments.

Proton versions

Launch options

Error codes