Correction to the original post, made ~30 minutes after filing.
I originally listed the D3D12 layer as the vkd3d-proton bundled with proton-cachyos (vkd3d-1.1-5438-g3dfc6f0). That is wrong: my launch options include PROTON_VKD3D_LOWLATENCY=1, and in proton-cachyos that flag substitutes a different library entirely rather than toggling a setting —
use_vkd3d_lowlatency = "vkd3dlowlatency" in compat_config and isdir(lib_dir + "wine/vkd3d-low-latency")
vkd3d_proton_path = "vkd3d-low-latency/" if use_vkd3d_lowlatency else "vkd3d-proton/"
So the layer that produced the Xid is netborg-afps/vkd3d-low-latency initial-release-1-g565d695, a fork based on vkd3d-proton v3.0.1. Confirmed by hash rather than inference — the d3d12core.dll in the game prefix matches the fork byte for byte (sha256 ceecf088…, 5939200 bytes) and does not match the bundled vkd3d-proton (30952dae…, 5894144 bytes).
The issue body is corrected. Everything else in the report — the kernel Xid text, the 60 s correlation across both occurrences, the GPU/thread measurements — is unchanged and was taken on that configuration.
Whether this reproduces on stock vkd3d-proton is not yet established. I will test without PROTON_VKD3D_LOWLATENCY=1 and report back; if the fault does not occur there, this belongs in the fork's tracker and I will move it. Apologies for the noise — flagging it now rather than leaving a wrong version string in a bug report.
Not gonna read through all this AI vomit, but how about actually testing an actual vkd3d-proton build rather than a third-party fork first?
did you even try testing downgrading the driver from the VERY broken 615 before posting this torrent of AI word vomit?
if they cant be bothered to write the issue....should anyone be bothered to read or triage it?
PROTON_VKD3D_LOWLATENCY=1x2 2026-09DXVK_NVAPI_VKREFLEX=1x1 2026-09PROTON_ENABLE_WAYLAND=1x1 2026-09VKD3D_CONFIGx1 2026-09d3d12core.dllx2 2026-09
Please describe your issue
Marvel Rivals hangs and then dies with Unreal's render-thread watchdog assert. The hang is preceded by ~1 second by an NVIDIA
Xid 13graphics exception naming the game's ownGameThread, and the crash lands exactly 60 seconds after the Xid — which isGTimeoutForBlockOnRenderFence.This happened twice in three days of play. Both occurrences have an identical signature and there is no other Xid in the log across ~14 hours of captured play.
Unlike #3180 (Space Marine 2, Ampere,
Class 0000c797, a 3D class), this fault is on a compute class on Blackwell, and the kernel reports the specific failing scheduler checks rather than only the class id.Kernel message (both occurrences, verbatim):
SKEDCHECK16_CTA_THREAD_DIMENSION_ZEROsuggests a compute dispatch reaching the GPU with a zero thread-block dimension. On D3D12 aDispatch()with a zero thread-group count is legal and is a no-op.Unreal's assert, from the crash dump (
CrashContext.runtime-xml):Timeline — both occurrences
On the second occurrence I had a bpftrace tracer and a per-thread sampler running. They independently corroborate the sequence:
So the causal chain looks like: the channel takes a graphics exception → the submitted work never completes → RHIThread/RenderThread never finish → GameThread's render fence never signals → Unreal kills the process at 60 s.
What I checked and ruled out
clocks_event_reasonsshows no thermal or power-cap reason (theReliabilitybit is set in 73% of all recorded play on this card, so it is this card's normal state, not a signal).What I am NOT claiming
0000c797) and this is a Blackwell compute class (0000cec0).Software information
RHI.RHIName: D3D12,RHI.FeatureLevel: SM6)bDlssFrameGeneration=False);DlssPreset=1is set.SteamDeck=0 DXVK_NVAPI_VKREFLEX=1 PROTON_ENABLE_WAYLAND=1 PROTON_VKD3D_LOWLATENCY=1 mangohud %command%(also reproduces without Wayland)
System information
vkd3d-low-latencyinitial-release-1-g565d695— a third-partyfork (netborg-afps/vkd3d-low-latency) based on
vkd3d-proton v3.0.1, which
PROTON_VKD3D_LOWLATENCY=1substitutes for the bundledvkd3d-proton. Verified by sha256: the
d3d12core.dllin the game's prefix is byte-identical tothe fork's copy, not to the bundled
vkd3d-proton(vkd3d-1.1-5438-g3dfc6f0), which is NOT loaded.Corrected after the initial post — I first reported the bundled version by mistake.
I have not yet reproduced with stock vkd3d-proton; doing that is the obvious next step and I will
report back. If the fault does not occur on stock vkd3d-proton, this belongs in the fork's tracker
and I will move it.
I still have the full crash dump (
CrashContext.runtime-xml,UEMinidump.dmp) and the kernel log for both occurrences, plus the frametime, per-thread and GPU-state captures around the second one. Happy to attach or run anything specific — including withVKD3D_CONFIGoptions or a newer vkd3d-proton if that would help narrow it.