Starfield v1.16.244, heavily modded (~200 ESM mods, 14 SFSE plugins). SFSE v0.2.21. Custom shaders via SFShaderInjector.
Maybe not use a heavily modded game so that others at least have a chance at reproducing?
Also, that Mesa link is broken.
Starfield v1.16.244, heavily modded (~200 ESM mods, 14 SFSE plugins). SFSE v0.2.21. Custom shaders via SFShaderInjector.
Maybe not use a heavily modded game so that others at least have a chance at reproducing?
Also, that Mesa link is broken.
I tried on a vanilla Starfield install and got the exact same error. Same log entry, same everything. No need to post again. I also fixed the links. The only difference from before when I had it working was I had a 16:9 1080p 60Hz SDR Samsung SyncMaster TN Panel (a dinosaur) over DVI->HDMI and recently switched to an Acer Nitro 21:9 1080P 200Hz HDR UltraWide VA Panel with FreeSync over DP. after that switch the game drops the display link and freezes, taking KWin with it.
I experience the same or a similar issue: a GPU hang on save load. (If this needs its own issue report, I'll see what I can do.) I have an RX 6700 XT. The reported values are mostly identical (only the address is different).
The issue I experience occurs on save load only and appears to depend on the area in the save. In my case, I've approximately narrowed it down to "areas where the exterior of a space station is modeled". Actually completing a mission with an affected area is possible in a continuous session as long as no saves made in affected areas are loaded.
Loading saves made in these places caused hangs:
Loading saves made in the these places did not cause hangs:
If the issue I describe is the same issue OP experiences, this information may help with reproducing it.
I do not believe it to be a save corruption issue (the Nova Galactic mission is one of the first things I did in the game), and I doubt save corruption should cause GPU hangs anyway.
I speculate the issue may be a bug or regression introduced by the Terran Armada DLC / Free Lanes update, because I don't recall this issue happening before. I admit, however, that the conditions for triggering the issue are narrow, and I can't be sure I simply failed to trigger it before the update by chance.
It would be helpful if you could provide some save files that trigger this hang. They should be in steamapps/compatdata/1716740/pfx/drive_c/users/steamuser/My Documents/My Games/Starfield/Saves/
VKD3D_CONFIG=force_host_cached`.x1 2026-06
Software information
Starfield v1.16.244, heavily modded (~200 ESM mods, 14 SFSE plugins). SFSE v0.2.21. Custom shaders via SFShaderInjector. Launch via
sfse_loader.exethrough gamescope (Wayland, 2560x1080@200Hz, HDR enabled).System information
Issue
VKD3D-proton detects
Broken NULL PRT with SMEMand applies per-game Starfield workarounds (2 configs + shader quirks), but the workarounds are incomplete. During terrain/material loading, a GPUVM page fault occurs from the SQC data client (SMEM scalar load) at address0x0000000000001000, causing a full GPU reset with VRAM loss.dmesg sequence:
Reproduction: On save load, always during terrain/material loading. Always the same SQC data client fault at
0x1000. Same fault signature reported on RX 9070 XT (https://gitlab.freedesktop.org/mesa/mesa/-/work_items/15689), (https://gitlab.freedesktop.org/mesa/mesa/-/work_items/15708) and RX 7900 XTX (https://gitlab.freedesktop.org/mesa/mesa/-/work_items/15737) GitLab for MESAAlready tested with no effect: disabled raytracing, disabled frame gen/upscaling, multiple Proton versions (Experimental, CachyOS native), LTS kernel, deleted vkd3d-proton cache, removed
VKD3D_CONFIG=force_host_cached.VKD3D-proton log (relevant lines from
steam-1716740.log):The game runs until terrain/material loading, then VKD3D-proton never receives a device_lost callback — the GPU hangs so hard the kernel resets it before the error propagates. The last game output before the hang:
"TERRAIN: Loaded 72 material slots".Log files
steam-1716740.log(attached)