@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?
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.
Attached the archive containing ../userdata/<steam_id>/3764200 and ../steamapps/compatdata/3764200/pfx/drive_c/users
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.
@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:
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.
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.
@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.
ge-proton10-34x2 2026-05PROTON_LOG=1x1 2026-040x887a0005x1 2026-04
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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