The Marvel Rivals issue is the same as the one tracked here https://github.com/HansKristian-Work/vkd3d-proton/issues/2266.
Do you have some more info about the other games? Proton logs and graphics settings from each game would be useful.
@runar-work, for other games I could not find a setting that will eliminate the issue just like in Marvel Rivals to set Effects to low. It happens after some time and the Proton log will be large if I run the game for 1 hour and wait to happen, the dmesg or journalctl system log is the same like this one I have posted it is either ring gfx timeout or ring comp_1.x.x timeout. I think it is more like kernel/driver issue, but I am not sure. CachyOS few months ago had 6.12 LTS kernel, and on that kernel I was not crashing in Witcher 3, Cyberpunk, Shadow of The Tomb Raider, only on Marvel Rivals I was having issue so it was more stable, but that kernel is history now and they use 6.18 LTS. I will do more testing and try to find out if any game setting, kernel flag or env variable can help with this.
I can confirm a very similar issue on RDNA4 with The Witcher 3 Next-Gen (DX12).
System:
Symptoms:
The journal shows:
amdgpu: ring gfx_0.0.0 timeout
amdgpu: Process witcher3.exe pid XXXXX thread vkd3d_queue
amdgpu: Starting gfx_0.0.0 ring reset
amdgpu: Ring gfx_0.0.0 reset failed
amdgpu: GPU reset begin!
amdgpu: MES(1) failed to respond to msg=REMOVE_QUEUE
amdgpu: GPU reset succeeded
amdgpu: VRAM is lost due to GPU reset!
amdgpu: device wedged, but recovered through reset
I initially suspected OptiScaler, ray tracing, HairWorks, HDR, Gamescope or my undervolt configuration, but the issue still occurs after removing OptiScaler, disabling Ray Tracing and disabling HairWorks.
I use LACT with a very conservative -70 mV voltage offset and have been running this configuration for nearly a year without stability issues in other games. I have not experienced GPU hangs, resets or similar crashes outside of The Witcher 3.
An important detail is that this is currently the only game where I can reliably reproduce this problem. Other demanding titles run normally on the same system.
I also noticed that ProtonDB contains multiple reports from Linux users describing behavior, specifically on The Witcher 3, that appears very similar, especially on the DX12 renderer, including random freezes, lockups and cases where switching to DX11 improves stability.
The symptoms described in this issue are an almost perfect match for what I am experiencing, including the screen freeze followed by an AMDGPU timeout and GPU reset.
I am currently testing the DX11 renderer to determine whether the issue is specific to the DX12/VKD3D path.
The symptoms described in this issue are an almost perfect match for what I am experiencing, including the screen freeze followed by an AMDGPU timeout and GPU reset.
yes, you can probably find descriptions of this symptom for hundreds of games. A gpu hang and reset is a generic symptom that can have loads of different causes and most of them are completely unrelated.
@BlackomegaTM , in my case DXVK is rock stable in all games like God of War, Witcher 3, Shadow of the Tomb Raider, GTA V and so on. While VKD3D is pain in almost 80% of my games collection: Witcher 3, Cyberpunk 2077, Horizon Zero Dawn Remastered, Clair Obscur Expedition 33, Shadow of The Tomb Raider - all are triggering the ring gfx timeout sooner or later.
Try in your case to give more voltage for the GPU it might help. Transient power spikes, rapid fluctuations in voltage and frequency is 1 of the many problems why this ring gfx timeout happens. Windows drivers seems to handle it much better.
These are the kernel flags that might help and I am currently testing: amdgpu.gpu_recovery=1, amdgpu.ppfeaturemask=0xfffd7fff, pcie_aspm=off, amdgpu.runpm=0, amdgpu.noretry=0.
Also reproducing this on Navi10 (RX 5700 XT) with vkd3d-proton 3.1.0. In my case it happens with multiple DX12 titles (Ratchet & Clank: Rift Apart, Forza Horizon 6), and I've been able to rule out a few things that might help narrow this down:
Reproduces on a clean Arch install and a separate CachyOS install on the same hardware (not distro-specific)
Reproduces with VKD3D_CONFIG='' (default), and no ray tracing/DXR activity in the log — so likely not RT-specific in my case
Confirmed it's not related to MangoHud/mangoapp (reproduces with it fully uninstalled)
Full logs and system info below:
GPU reset / ring gfx timeout reproducing with multiple DX12 titles via vkd3d-proton:
Symptom: mid-session, the GFX ring hangs, amdgpu attempts a ring reset which fails, escalates to a full GPU reset (BACO), VRAM is lost, and the desktop/gamescope session crashes, forcing a logout/relogin. Reproduces across a clean Arch install and a separate CachyOS install (same hardware), ruling out a distro-specific misconfiguration. Also reproduces with mangohud/mangoapp completely uninstalled, ruling out the overlay as the trigger — it was previously suspected only because it was the process nearest the ring at fault time.
amdgpu 0000:03:00.0: Dumping IP State
amdgpu 0000:03:00.0: Dumping IP State Completed
amdgpu 0000:03:00.0: [drm] AMDGPU device coredump file has been created
amdgpu 0000:03:00.0: [drm] Check your /sys/class/drm/card1/device/devcoredump/data
amdgpu 0000:03:00.0: ring gfx_0.0.0 timeout, signaled seq=1090274, emitted seq=1090275
amdgpu 0000:03:00.0: Process RiftApart.exe pid 35922 thread vkd3d_queue pid 36054
amdgpu 0000:03:00.0: Starting gfx_0.0.0 ring reset
amdgpu 0000:03:00.0: Ring gfx_0.0.0 reset failed
amdgpu 0000:03:00.0: GPU reset begin!. Source: 1
amdgpu 0000:03:00.0: [drm] *ERROR* Failed to initialize parser -125!
amdgpu 0000:03:00.0: BACO reset
amdgpu 0000:03:00.0: GPU reset succeeded, trying to resume
amdgpu 0000:03:00.0: [drm] PCIE GART of 512M enabled (table at 0x00000081FEE00000).
amdgpu 0000:03:00.0: VRAM is lost due to GPU reset!
amdgpu 0000:03:00.0: PSP is resuming...
amdgpu 0000:03:00.0: SMU is resumed successfully!
amdgpu 0000:03:00.0: GPU reset(2) succeeded!
amdgpu 0000:03:00.0: [drm] device wedged, but no recovery needed
amdgpu 0000:03:00.0: [gfxhub] page fault (src_id:0 ring:24 vmid:4 pasid:766)
amdgpu 0000:03:00.0: Process mangoapp pid 17966 thread mangoapp:cs0 pid 17977
amdgpu 0000:03:00.0: in page starting at address 0x000080000823e000 from client 0x1b (UTCL2)
amdgpu 0000:03:00.0: GCVM_L2_PROTECTION_FAULT_STATUS:0x00400C30
amdgpu 0000:03:00.0: Faulty UTCL2 client ID: CPG (0x6)
amdgpu 0000:03:00.0: PERMISSION_FAULTS: 0x3
amdgpu 0000:03:00.0: ring gfx_0.0.0 timeout, signaled seq=553932, emitted seq=553934
amdgpu 0000:03:00.0: Starting gfx_0.0.0 ring reset
amdgpu 0000:03:00.0: Ring gfx_0.0.0 reset failed
amdgpu 0000:03:00.0: GPU reset begin!. Source: 1
amdgpu 0000:03:00.0: BACO reset
amdgpu 0000:03:00.0: GPU reset succeeded, trying to resume
amdgpu 0000:03:00.0: VRAM is lost due to GPU reset!
amdgpu 0000:03:00.0: [drm] *ERROR* Failed to initialize parser -125!
amdgpu 0000:03:00.0: [drm] device wedged, but no recovery needed
Note: mangoapp is flagged here only because it happened to be the next process queued on the ring when the fault landed — not because it caused the fault. Confirmed by reproducing the same crash pattern with mangohud/mangoapp fully uninstalled.
VKD3D_CONFIG='' — this crash happened with default config, no flags set. No ray tracing / DXR strings appear anywhere in the log, so this instance does not appear to involve ray tracing.
8225.613:0140:0144:info:vkd3d-proton:vkd3d_config_flags_init_once: VKD3D_CONFIG=''.
8225.615:0140:0144:info:vkd3d-proton:vkd3d_get_vk_version: vkd3d-proton - applicationVersion: 3.1.0.
8225.615:0140:0144:info:vkd3d-proton:vkd3d_instance_init: vkd3d-proton - build: 3dfc6f07d0953b1.
...
8228.657:0140:027c:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000056820080 is lost (reason 0x887a0005, "VK_ERROR_DEVICE_LOST").
8228.657:0140:027c:warn:vkd3d-proton:d3d12_device_mark_as_removed: Device 0000000056820080 is lost (reason 0x80004005, "Failed to execute pending memory clears.")
(repeats across dozens of threads over ~4ms as every in-flight command list reports the device loss)
Followed immediately by the Xwayland/X11 connection dying as the compositor itself went down with the GPU reset:
XIO: fatal IO error 110 (Connection timed out) on X server ":1"
TIME PID SIG EXE
2026-07-15 19:06:26 AST 17496 SIGABRT /usr/bin/gamescope
2026-07-15 19:06:48 AST 24189 SIGQUIT Proton-CachyOS wine-preloader
2026-07-15 19:32:26 AST 33617 SIGABRT /usr/bin/gamescope
2026-07-15 19:32:26 AST 33671 SIGABRT /usr/bin/Xwayland
2026-07-15 19:32:26 AST 33672 SIGABRT /usr/bin/Xwayland
2026-07-15 19:32:55 AST 41989 SIGQUIT cachyos-11.0-20260602-slr wine-preloader
VKD3D_CONFIG='' and no ray tracing/DXR activity logged — so the crash is not RT-specific, at least in this instanceVKD3D_CONFIG=nodxr — will update with resultsI am currently testing the DX11 renderer to determine whether the issue is specific to the DX12/VKD3D path.
From what I could test, DX11 wont have any problem like this kind of GPU hang
@runar-work, for other games I could not find a setting that will eliminate the issue just like in Marvel Rivals to set Effects to low. It happens after some time and the Proton log will be large if I run the game for 1 hour and wait to happen, the dmesg or journalctl system log is the same like this one I have posted it is either ring gfx timeout or ring comp_1.x.x timeout. I think it is more like kernel/driver issue, but I am not sure. CachyOS few months ago had 6.12 LTS kernel, and on that kernel I was not crashing in Witcher 3, Cyberpunk, Shadow of The Tomb Raider, only on Marvel Rivals I was having issue so it was more stable, but that kernel is history now and they use 6.18 LTS. I will do more testing and try to find out if any game setting, kernel flag or env variable can help with this.
Hi @runar-work,
I havent tried latest 6.12.95 because it lacks of modules for LACT fan control to work, have in mind that the crash might ocurr after several hours, its damn strange random and I tend to think its not VKD3D problem but amdgpu https://gitlab.freedesktop.org/drm/amd/-/work_items/3067 here a developer suggest trying RADV_DEBUG=nocompute
I've experienced a similar issue that I can provide some notes on.
My setup is as follows:
So I'm on a low TDP machine, using the 5700 XT as an eGPU with its own power supply.
Game Settings are:
Admittedly I am not as savvy when it comes to gaming + GPU configuration, so through AI I have gone through a number of gameplay sessions where it logged what what was happening to help me understand what was going on. A lot of how my system is configured now is from information it found in this specific issue, so thank you, i hope this information is helpful:
The output below is an AI generated summary.
Same signature as the OP: [gfxhub] page faults → gfx_0.0.0 ring timeout
→ ring reset failed → GPU reset, in Cyberpunk 2077 (DX12/vkd3d). Faulting
process is inconsistent (qs:cs0, Xwayland:cs0) — supports "next-on-ring"
attribution.
The most notable changes that really improved my most recent gameplay experience:
And so with these changes basically I had a very quiet almost 2 hours of gameplay (fans barely audible) but most importantly I only encountered the crash when I got to an area of the game that I had not yet visited. I don't know if that's helpful but felt I should include it. Previously, the fans were loud because of mis-configured power profile; I would anticipate a crash in the tail end of a long gun battle, or in the subsequent looting.
I may try installing the LTS to see if that reduces the chances of crash even more, but at the moment I'll just play a bit more and gather more data. Cheers, thank you all.
Another data point for this issue, with kernel-level evidence from an AMDGPU device coredump.
Same hardware (Navi 10 / RX 5700 XT) and the exact symptom described in the OP — picture freezes while audio keeps playing and input still works — but on a different distro, different Mesa version, different Proton build and a different game. That combination suggests this is not specific to a single Mesa release.
| GPU | RX 5700 XT (Navi 10), VBIOS 113-AA01AM-U06, 8 GB |
| OS | Bazzite (Fedora Kinoite 43), stable channel 43.20260420 |
| Kernel | 6.17.7-ba29.fc43.x86_64 |
| Mesa / RADV | 26.0.4 |
| Proton | Proton 10.0 (10.1000-105) |
| Game | Forza Horizon 5 (appid 1551360), D3D12-only title |
| Launch options | none — no RADV_DEBUG / VKD3D_CONFIG set |
| Notes | Runs in a VM with GPU passthrough |
This is the part I have not seen posted in this issue yet. The devcoredump identifies the hang as a page fault on a NULL address, not a generic timeout:
**** AMDGPU Device Coredump ****
version: 1
kernel: 6.17.7-ba29.fc43.x86_64
module: amdgpu
time: 4613.177080372
process_name: ForzaHorizon5.e PID: 10960
Ring timed out details
IP Type: 0 Ring Name: gfx_0.0.0
[gfxhub] Page fault observed
Faulty page starting at address: 0x0000000000000000
Protection fault status register: 0x0
Relevant registers:
mmGRBM_STATUS 0x00003028
mmGRBM_STATUS2 0x00100008
mmCP_STALLED_STAT1 0x00000c00
mmGCVM_L2_PROTECTION_FAULT_CNTL 0x3ffffffc
mmGCVM_L2_PROTECTION_FAULT_STATUS 0x00501011
Decoding GCVM_L2_PROTECTION_FAULT_STATUS = 0x00501011:
MORE_FAULTS = 1WALKER_ERROR = 0PERMISSION_FAULTS = 1MAPPING_ERROR = 0So the page-table walker itself is healthy — this is a read of an unmapped NULL address, which looks like a null-descriptor / dangling-descriptor problem rather than page-table or memory-management corruption.
The hung ring at the time of the dump:
ring name: gfx_0.0.0
Rptr: 0x100 Wptr: 0x170100 RB mask: 7ff
Ring size in dwords: 2048
Two independent occurrences in a single boot, 28 minutes apart, 19 ring gfx_0.0.0 timeout events total. Both follow an identical pattern — the driver resets the ring successfully every time, but the same faulting submission is retried ~10 s later, until the compositor is dragged down with it:
12:04:45 amdgpu: ring gfx_0.0.0 timeout, signaled seq=866078, emitted seq=866080
12:04:45 amdgpu: Process ForzaHorizon5.e pid 4056 thread vkd3d_queue pid 4147
12:04:45 amdgpu: Ring gfx_0.0.0 reset succeeded
12:04:45 [drm] device wedged, but recovered through reset
... repeats every ~10s, always blaming vkd3d_queue ...
12:05:12 steam: CSteamEngine::BMainLoop appears to have stalled > 15 seconds
12:05:28 steam: killing all Forza Horizon 5 processes
12:05:36 amdgpu: ring gfx_0.0.0 timeout ... Process Xwayland pid 2184 thread Xwayland:cs0
12:05:37 Xwayland + mangoapp both SIGABRT -> gamescope session dies and auto-restarts
The kernel never panics and the ring reset always reports success — the session collapse is collateral damage once Xwayland's own submissions start faulting.
power_dpm_force_performance_level=auto, no over/underclocking. (Consistent with the OP, where dropping to 300 MHz / 40 W did not help.)I still have the complete 5.9 MB devcoredump (105 KB compressed) and can attach it or pull any specific section out of it on request — the ring contents are 2054 lines and I left them out here for length. Happy to run further diagnostics on this machine; the hang reproduces reliably enough to test candidate fixes.
proton 10.0x1 2026-08proton experimentalx3 2026-08proton 3.1x1 2026-07RADV_DEBUGx1 2026-08VKD3D_CONFIGx1 2026-08RADV_DEBUG=nocomputex1 2026-07VKD3D_CONFIG=''x1 2026-07VKD3D_CONFIG=nodxr`x1 2026-07RADV_DEBUG=noasync,x1 2026-05VKD3D_CONFIG=no_upload_hvv,nodxrx1 2026-050x80004005x1 2026-070x887a0005x1 2026-07
Screen freezes and I can hear the audio from the game (ring gfx timeouts) only in DX12 games - Witcher 3, Cyberpunk 2077, Marvel Rivals.
DXVK is not affected, also on Windows I have no problems at all with these games. I have tried the following Steam launch options RADV_DEBUG=noasync, VKD3D_CONFIG=no_upload_hvv,nodxr but they did not help. I lowered the frequency of the GPU with LACT by 200MHz on all p-states, then lower/increase the voltage just to see if it will help but that was not the issue, I even lowered my GPU to 300MHz and the GPU was consuming only 40-45w in Marvel Rivals benchmark but it still trigger the ring gfx timeout.
Marvel Rivals is the only game where I can reproduce this crash 100% of the time in the game benchmark, and it goes away if I change only 1 setting - "Effects" to low, then the game is stable and I no longer get the ring gfx timeout (the rest of the settings do not matter if they are on high or low). In other DX12 games it happens after some time anywhere from 5 minutes to 1 hour of gameplay (it is random, and it happens less often with some kernel flags but still does not eliminate the issue).
System information
Log files
steam-2767030.log
marvel_rivals_dmesg.txt