Which graphics settings are you using? I haven't run into any issues so far with RX 7600, 26.1.1, Proton Experimental, 7.0.9-arch1-1, and various graphics presets ranging from minimum to cinematic.
@runar-work heya! i've tested with almost every possible combination, even my own custom potato-mode.
Raytracing has never even been turned on for obvious reasons.
there seems to be no difference in outcome.
Tweaking INI files have the same effect: Nothing.
there's lots of reports of this happening over at protondb, so i don't think we should classify it as an isolated case.
I could run more logging, but i'm pretty sure they will just print out the same junk in an endless loop without really clarifying what is happening.
let me know if there is anything i can provide you with that would be of help.
Which ProtonDB reports are you referring to? Keep in mind that older reports may refer to issues that have since been fixed or worked around in Mesa or vkd3d-proton. I've been able to reproduce GPU hangs in this game on this GPU in the past, but those were ray tracing related and have since been resolved, so I don't know what this could be.
I also tested 7.1.0-rc4-1-cachyos-rc (though still on Arch Linux) in case it could be something kernel-related, but I still have no issues on my system.
I'm also on a system with a 7900XTX running CachyOS, the same GPU crash behaviour occurs when the game attempts to load past the menu on most attempts. Sometimes the game successfully loads, after which the game is playable and stable ( 5+ hour sessions without issues). I'm fairly certain the problem appeared after game version 1.06 if that is of any help.
Applying the variable RADV_DEBUG=nocompute appears to alleviate the problem, but it also breaks the rendering of foliage and possibly other objects in the game.
Ive experimented a lot. Banging my head against the wall in the process.
The latest proton experimental by Valve lets me load the game successfully if I delete the shadercache from steam/steamapps/shadercache
Seems that if it gets to compile shaders client-side (game itself, not steam) and then load the game straight away, it works way more often.
I'm having a 75% success rate with this.
Wanna give it a go? Would be cool if we could reproduce this
Ive experimented a lot. Banging my head against the wall in the process. The latest proton experimental by Valve lets me load the game successfully if I delete the shadercache from steam/steamapps/shadercache
Seems that if it gets to compile shaders client-side (game itself, not steam) and then load the game straight away, it works way more often. I'm having a 75% success rate with this.
Wanna give it a go? Would be cool if we could reproduce this
Sure, and good to hear you had some results. I deleted the Steam shader cache, and disabled shader pre-caching in steam under options>downloads. Regardless of proton version (most of the time I used CachyOS latest build, but Valve experimental seems to have the same result) the game now loads more often than not it seems. I will keep using these settings and see if this pattern holds over time.
https://github.com/ValveSoftware/Proton/wiki/Changelog
According to the changelog for Proton Experimental:
"Fixed Crimson Desert not being playable after a recent game update."
I haven't had time to test this thoroughly, does the latest Proton Experimental fix this issue for you?
Edit: Seemingly no change for me, still crashes with the same string of errors on the Proton Experimental branch.
Another RX 7900 XTX / RADV data point here.
First, a disclaimer: I'm not a developer or Linux graphics expert. I troubleshot this together with ChatGPT, testing different configurations and comparing AMDGPU/kernel logs, so please treat this as a user observation rather than a technical diagnosis.
The game would run normally, sometimes for quite a while, and then eventually hang/crash.
Previous crash logs showed AMDGPU/gfx ring timeout behavior while Crimson Desert was running through the D3D12 → VKD3D-Proton → Vulkan/RADV path.
At first I suspected my multi-monitor setup. I tested fewer monitors, a single monitor and different refresh rates. Reducing my main 2560x1440 display from ~165/170 Hz to ~120 Hz seemed to improve stability, but did not eliminate the crashes. I eventually had a crash even during a single-monitor test.
I'm currently using Proton Experimental with:
WINEDLLOVERRIDES="version=n,b" VKD3D_CONFIG=enable_experimental_features %command%
Since adding VKD3D_CONFIG=enable_experimental_features, I've accumulated approximately 6 hours of gameplay without a single GPU hang/crash.
Before this, crashes occurred repeatedly during normal gameplay.
I'm now back on all three monitors:
The current boot's kernel log contains no gfx ring timeout, GPU reset, VM fault or GPU hang.
I don't want to claim this proves that enable_experimental_features is the fix. Bazzite/kernel/Mesa were also updated during the testing period, so there are other variables.
However, the stability difference has been large enough that I thought this might be useful to the developers, especially given the other RDNA3/RADV reports here.
I'll keep playing with the same configuration. If the GPU hang returns, I can provide the AMDGPU/kernel logs from immediately after the crash and compare them with my previous crash logs.
Again, I'm not an expert — this was found through troubleshooting and testing with ChatGPT — but I'm happy to collect any specific logs or run tests if that would help.
proton experimentalx6 2026-09proton hotfixx1 2026-05VKD3D_CONFIG=enable_experimental_featuresx1 2026-09WINEDLLOVERRIDES="version=n,b"x1 2026-09RADV_DEBUG=nocomputex1 2026-05DXVK_HDR=0x1 2026-05PROTON_LOG=1x1 2026-05RADV_DEBUG=nogplx1 2026-05VKD3D_CONFIG=disable_pipeline_libraryx1 2026-05VKD3D_DISABLE_EXTENSIONS=VK_EXT_descriptor_bufferx1 2026-05WINEDLLOVERRIDES="version=n,b" VKD3D_CONFIG=enable_experimental_features %command%x1 2026-09VKD3D_DISABLE_EXTENSIONS=VK_EXT_descriptor_buffer DXVK_HDR=0 %command%x1 2026-050x887a0005x1 2026-05
steam-3321460.txt
Crimson Desert regression on Linux/Proton (RDNA3/RADV) – VK_ERROR_DEVICE_LOST + enhanced barrier spam
Crimson Desert previously worked perfectly on Linux/Proton for me. After a recent update, the game now frequently hangs after clicking "Start Game".
Symptoms
Main menu works normally
Clicking "Start Game" causes:
Additional observations:
Steam itself sometimes freezes while the game is hung
Steam immediately unfreezes once the game process is killed
Rarely, the game does successfully enter gameplay
Behavior appears timing-sensitive:
PROTON_LOG=1changes startup behaviorSystem
GPU
Driver
Kernel / Distro
Renderer stack
Proton versions tested
Confirmed behavior
The following mitigations were tested:
DXVK_HDR=0RADV_DEBUG=nogplVKD3D_CONFIG=disable_pipeline_libraryMitigation that changed behavior significantly
With descriptor buffers disabled:
This strongly suggests the descriptor-buffer path affects the regression.
Relevant VKD3D warnings
Repeated continuously during startup:
Also observed:
GPU fault / device loss
Eventually the renderer hits GPUVM faults and Vulkan device loss:
Relevant log lines:
Notes
This appears to be:
The game previously worked flawlessly on this same hardware/software stack.
The combination of:
VK_ERROR_DEVICE_LOSTmakes this look like a VKD3D/RADV synchronization or resource-management regression triggered by the updated renderer path.
Logs
Shortened logs attached below, as the warnings/errors repeat continuously.