Warhammer 40,000: Darktide (AppID 1361210) deadlocks and crashes during a specific cutscene in the social hub. The main thread stalls inside Bink video decode waiting on a GPU fence that never signals, for a consistent ~16 seconds, until the engine's own deadlock detector force-terminates the process. Normal gameplay outside this cutscene runs fine at 60 FPS.
Console log trace (identical every time):
World::update_scene 17XXX ms
Bink decode 17XXX ms
bink next frame 1XX ms
RI::wait_for_fence 1XX ms
<>Deadlock detected while waiting on renderer thread. Update was not called for 16.X seconds.
mission = hub_ship
rendering_backend = dx12
Reproduced identically across 4 Proton builds (stock 11.0, Hotfix, Experimental, GE-Proton11-6), with esync/fsync/ntsync each disabled individually and in combination, with VKD3D_CONFIG=no_upload_hvv (though the log shows VKD3D-Proton already auto-disables HVV on this GPU due to its small-BAR topology, so this was likely redundant), with lowered texture streaming budgets, with ray tracing off, with threads.worker_threads=1, and with a dxvk.conf VRAM cap (had no effect — likely because this game uses the DX12/VKD3D-Proton path, not DXVK). None of these changed the crash.
nvidia-smi during the stall shows VRAM pinned at ~2995/3072 MB and GPU utilization at 100%, but power draw stays anomalously low (~37W vs. 100W+ expected under real load) — consistent with the GPU stalled/spinning rather than doing work. A different user on an RTX 5070 Ti (16GB VRAM) reports the identical trace in the hub, which argues against VRAM exhaustion as the root cause: https://forums.fatsharkgames.com/t/linux-proton-reproducible-dx12-renderer-deadlock-ri-wait-for-fence-present-frame/117965
Software information
Warhammer 40,000: Darktide, version 1.12.0-b773907. Settings: all low/custom, ray tracing off, DLSS/upscaling off, VRAM streaming budgets lowered from defaults.
System information
GPU: NVIDIA GeForce GTX 1060 3GB
Driver: 580.178.04
Wine version: Proton Hotfix (hotfix-20260828-ptr-x86_64) — also reproduced on Proton 11.0-100, Proton Experimental, GE-Proton11-6
VKD3D-Proton version: 3.1.0 (build 7a0ea880e74ffaf)
Log files
Attached, all from the same session/crash (2026-09-13 08:01:41 UTC):
steam-1361210.log (Proton log)
console-2026-09-13-08.00.11-2d1b9670-8143-41dc-8cbf-98190e78c3a1.log (Darktide console log with full stall trace)
matching crash dump from crash_dumps/ (same UUID: 2d1b9670-8143-41dc-8cbf-98190e78c3a1)
Warhammer 40,000: Darktide (AppID 1361210) deadlocks and crashes during a specific cutscene in the social hub. The main thread stalls inside Bink video decode waiting on a GPU fence that never signals, for a consistent ~16 seconds, until the engine's own deadlock detector force-terminates the process. Normal gameplay outside this cutscene runs fine at 60 FPS.
Console log trace (identical every time):
World::update_scene 17XXX ms
Bink decode 17XXX ms
bink next frame 1XX ms
RI::wait_for_fence 1XX ms
<>Deadlock detected while waiting on
rendererthread. Update was not called for 16.X seconds.mission = hub_ship
rendering_backend = dx12
Reproduced identically across 4 Proton builds (stock 11.0, Hotfix, Experimental, GE-Proton11-6), with esync/fsync/ntsync each disabled individually and in combination, with VKD3D_CONFIG=no_upload_hvv (though the log shows VKD3D-Proton already auto-disables HVV on this GPU due to its small-BAR topology, so this was likely redundant), with lowered texture streaming budgets, with ray tracing off, with threads.worker_threads=1, and with a dxvk.conf VRAM cap (had no effect — likely because this game uses the DX12/VKD3D-Proton path, not DXVK). None of these changed the crash.
nvidia-smi during the stall shows VRAM pinned at ~2995/3072 MB and GPU utilization at 100%, but power draw stays anomalously low (~37W vs. 100W+ expected under real load) — consistent with the GPU stalled/spinning rather than doing work. A different user on an RTX 5070 Ti (16GB VRAM) reports the identical trace in the hub, which argues against VRAM exhaustion as the root cause: https://forums.fatsharkgames.com/t/linux-proton-reproducible-dx12-renderer-deadlock-ri-wait-for-fence-present-frame/117965
Software information
Warhammer 40,000: Darktide, version 1.12.0-b773907. Settings: all low/custom, ray tracing off, DLSS/upscaling off, VRAM streaming budgets lowered from defaults.
System information
GPU: NVIDIA GeForce GTX 1060 3GB
Driver: 580.178.04
Wine version: Proton Hotfix (hotfix-20260828-ptr-x86_64) — also reproduced on Proton 11.0-100, Proton Experimental, GE-Proton11-6
VKD3D-Proton version: 3.1.0 (build 7a0ea880e74ffaf)
Log files
Attached, all from the same session/crash (2026-09-13 08:01:41 UTC):
steam-1361210.log (Proton log)
console-2026-09-13-08.00.11-2d1b9670-8143-41dc-8cbf-98190e78c3a1.log (Darktide console log with full stall trace)
matching crash dump from crash_dumps/ (same UUID: 2d1b9670-8143-41dc-8cbf-98190e78c3a1)
steam-1361210.log
console-2026-09-13-08.00.11-2d1b9670-8143-41dc-8cbf-98190e78c3a1.log
crash_dump-2026-09-13-08.00.11-2d1b9670-8143-41dc-8cbf-98190e78c3a1.zip