Hi there.
This is being worked on. See https://github.com/HansKristian-Work/vkd3d-proton/pull/3033
RADV_PERFTEST=gpl
FYI, this does nothing. VK_EXT_graphics_pipeline_library has been enabled by default for way over a year.
Already known and duped. Closing.
ge-proton10-34x1 2026-05proton 3.0x1 2026-05RADV_PERFTEST=gplx1 2026-05PROTON_LOGx1 2026-05RADV_DEBUG=noopt,x1 2026-05RADV_PERFTEST=gpl,x1 2026-05RADV_PERFTEST=rt,gplx1 2026-05
VKD3D-Proton version: 3.0.1
GPU: AMD Radeon RX 9070 XT (RADV GFX1201 / RDNA 4)
Mesa: 26.1.0
OS: PikaOS (Debian-based), kernel 7.0.6
Proton: GE-Proton10-34
Game: Forza Horizon 6 (Steam AppID 2483190)
Description
Enabling any ray tracing feature in Forza Horizon 6 causes a crash during the loading screen. Without RT the game runs perfectly at 4K/Extreme settings. The issue is specific to RDNA 4 — no
equivalent failure occurs on other hardware.
Steps to Reproduce
Expected Behavior
Game loads with ray tracing enabled.
Actual Behavior
Game crashes on load. The game's crash reporter logs:
REASON: Video card
BUCKET: Device removed: Unknown error: 0x00000102
REASON_INFO: 0x0000000000000102
EXCEPTION: ACCESS_VIOLATION_WRITE
UI_SCENE: Loading
UPTIME: 70.790001
PROTON_LOG shows these warnings consistently before the crash:
fixme:vkd3d-proton:d3d12_command_list_process_enhanced_barrier_texture: Transitioning away from UNDEFINED, but there is no DISCARD flag. Uncertain what is expected here. vkd3d-proton will
force a discard.
warn:vkd3d-proton:d3d12_fence_set_native_sync_handle_on_completion_explicit: Event completion for native sync handle is already in the list.
The enhanced barrier warning appears only when RT is enabled. With the previous bundled VKD3D in GE-Proton10-34, the crash produced VK_ERROR_DEVICE_LOST. With 3.0.1 the device lost is gone
but the game-side timeout remains, suggesting progress in translation but the RT pipeline submission or compilation is still hanging.
Notes