protonscr

Cyberpunk 2077 not starting with descriptor_heap (bisected)

vkd3dclosed
HansKristian-Work/vkd3d-proton#3068 · opened 2026-05-28 by philipl · updated 2026-06-01 · 13 comments · github
Pphilipl 2026-05-28 github

While I was successfully running Cyberpunk with the descriptor heap enabled using the PR branch, I came back today to master and it failed to start - instead locking up before the main window ever opened. I then bisected and confirmed that change 4d2b6b318f2d81376faf3666f9f3c89cf39294f5 caused the game to stop working with descriptor heap enabled. The game does start and work when heap is disabled.

Software information

Cyberpunk 2077

  • Latest patch
  • DLSS (but this is failing so early I doubt it matters)

System information

  • GPU: RTX 5090
  • Driver: 610.43.02
  • Wine version: Proton Experimental
  • VKD3D-Proton version: 492fda4658ccdb9e5c24c16cbadcf3d906c8e732

Log files

Please attach Proton or Wine logs as a text file:

steam-1091500.log

Rryzendew 2026-05-28 github

i will test to confirm

Ddoitsujin maintainer 2026-05-28 github

How do I repro this? Game works fine with current master on my RTX 4070 + 610 driver + VKD3D_CONFIG=descriptor_heap.

EEckoa 2026-05-28 github

@doitsujin possibly another Blackwell specific bug? might not show on Ada and before.

Pphilipl 2026-05-28 github

Yeah, I worry it's a Blackwell thing. It's failing very very early, before the main window even appears, as I said. So I think the actual game configuration is irrelevant, but I'll try some experiments this evening if no one else can independently repro. But I was definitely able to confirm that reverting the commit allowed it to run.

EEckoa 2026-05-28 github

@philipl does it happen on 595 or the 595 Vulkan Beta Drivers?

I experience a similar issue with MH Wilds with 610 but not on 595 with an RTX5070 mobile

Pphilipl 2026-05-28 github

@Eckoa I need to try. I'm going to downgrade anyway because there's a significant performance regression with these drivers. Will report if it makes a difference.

Never change, Nvidia.

KKarolson 2026-05-28 github

Can't reproduce on master + RTX 5090 + 610 driver + VKD3D_CONFIG=descriptor_heap
Perhaps try without any mods, mangohud, etc.

Pphilipl 2026-05-29 github

I didn't get around to looking at the actual proton log until just now, but it shows an access violation in glcore. The log also tells me that the game is fully crashing but the crash reporter isn't starting properly so that's why it doesn't terminate cleanly. That's not important.

The logs remind me that installed the latest streamline and dlss dlls which is generally needed to get smooth frame gen, so I will try reverting back to shipped dlls and see if that makes a difference.

Pphilipl 2026-05-29 github

Ok. Make of it what you will, but with the streamline libraries reverted to the shipped ones, it does not crash, but FG is also broken (frames out of order).

I grabbed the latest dlls from https://github.com/NVIDIA-RTX/Streamline/releases/ and replaced whichever ones were present in the game binaries.

Pphilipl 2026-05-29 github

And well, turns out I wasn't using the latest 2.11.1 streamline files. When I installed those, everything worked. I guess the bad interaction was due to the specific older streamline release (2.10.3). I assume that's not really worth investigating. I guess we can close this. Thanks!

Pphilipl 2026-05-29 github

@HansKristian-Work Sorry, can we reopen this.

It turns out that my "works fine with shipped streamline libs" test was invalid. When I revalidated the game in steam to download the old streamline files, it also refreshed Proton Experimental and so undid the updated vkd3d-proton. I reran the tests today with 595 (30% faster than 610 in a single location comparison, but business as usual) and it failed in the same way. I did the full bisect from scratch twice and made sure to test the original streamline files and got exactly the same result.

I have to revert the commit for descriptor_heap to work with the game, regardless of streamline version.

I recognise that other folks have not been able to reproduce, so I'm going to do more testing with different in-game configuration to see if I can find what the difference is.

Pphilipl 2026-05-30 github

Whelp. After doing some poking around locally, I started wondering if it was a build problem. So I downloaded the latest master artefact from github and tried running that - and it worked. So somehow the binary produced by my local build is problematic.

I built using ./package-release.sh and installing whatever dependencies and tooling were required from standard ubuntu 26.04 packages.

Pphilipl 2026-06-01 github

If anyone would like to repro independently, doing a build on Ubuntu 26.04 with the distro's mingw should produce the same results. I'm also happy to throw my binaries up somewhere but I can understand a reluctance to just run a random person's random build...

Proton versions

Launch options