Just in general attach a Proton/Wine log when reporting an issue. The template asks for it and also mentions that a default PROTON_LOG=1 is fine.
Hello, I am new to the linux world and gaming world so apologies if I don't use enough technical terminology I am learning right now lol.
Here are my system specs:
I have a very similar application hang happening a 30 seconds-10 minutes into Gameplay in Grounded 2. Sometimes, the game crashes and Unreal Engine generates a crash report. MOST of the time, the application just hangs and Unreal Engine doesn't produce a crash report, but there is a Proton/Wine log that I have enabled in launch options. I will attach one example of both.
UE5 crash report that is generated when the game DOESN'T hang: CrashContext.runtime-xml.txt
Proton/Wine log for the above crash: steam-2661300_Crash.log
Proton/Wine log for application hang: I will upload as soon as I can. I have been trying to get one, but the game has been properly crashing for me the last few hours.
This has been happening to me for the last week or so. The only thing I have noticed that has even remotely helped my issues is when I delete the shader cache. Basically that gives me up to 10 minutes of gameplay before the application inevitably hangs. Since I am new to all this I am not sure what other information is helpful, so I am happy to contribute more information!
I can also reproduce this on RX 5070. Aftermath points to the same fragment shader as in the breadcrumbs. Descriptor QA checks log a bunch of sampled image descriptors with invalid timestamps. Descriptor heap works around it.
@ultraluckyclover If the problem is in a different game, it's better to open a separate issue, as hangs usually have different root causes even if they look similar on the surface.
proton hotfixx1 2026-09PROTON_LOG=1x1 2026-09PROTON_LOGx1 2026-09PROTON_NO_FSYNC=1`)x1 2026-09VKD3D_CONFIG=nodxrx1 2026-09VKD3D_CONFIG=nodxr,force_host_cachedx1 2026-09VKD3D_DEBUGx1 2026-09VKD3D_DEBUG=nonex1 2026-09VKD3D_DISABLE_EXTENSIONS=VK_NV_raw_access_chainsx1 2026-09WINEDEBUG=-allx1 2026-09
NBA 2K27 (appid 4356430) hangs reproducibly a few minutes after launch. The GPU goes idle, the game's job-system workers all park having finished their work, and the main thread spins in userspace indefinitely. The process stays alive — audio keeps playing — but the render loop never advances.
I am not certain this is a vkd3d-proton bug rather than a game-side one; the evidence below points at a lost wakeup in the title's own job system. Filing here because vkd3d is in the path, and because the
vkd3d_fence/vkd3d_queuethreads show a pattern that may mean something to you. Happy to be redirected.System
595.91.07and610.57.04, open kernel modulesexperimental-11.0-20260917b,hotfix-20260828-ptrHang signature
Captured live from
/proc/<pid>/task/*while hung:syscall=runningon every sample — the main thread never enters the kernel. MeanwhileVCAUDIO3,FAudio_AudioCliandOpusDecoderThrecontinue to accumulate CPU for as long as the hang lasts, so only the render/main loop is wedged.The detail that may be relevant to vkd3d: the majority of
vkd3d_fenceandvkd3d_queuethreads show zero CPU time accumulated over the whole process lifetime — they appear never to have been given work, even though a large PSO compile completed successfully immediately beforehand (48 MBpso.toc, 2.9 GB Steam shader cache).The title never sets its own
SHADER_BUILD_STAGE_3_ID(stays0inVideoSettings.cfg) across every run, on every configuration, including runs where the pipeline cache was fully built.Eliminated by direct test
Each tested individually; hang reproduced in all cases:
PROTON_NO_FSYNC=1): workers move fromfutex_wait_multipletoanon_pipe_read, hang otherwise identical — so not a Wine sync-primitive lost wakeupVK_DRIVER_FILES=.../nvidia_icd.json(verified: zero Intel/anv libraries in/proc/<pid>/maps)VKD3D_CONFIG=nodxr,force_host_cached,no_upload_hvvVKD3D_DISABLE_EXTENSIONS=VK_NV_raw_access_chainstaskset -c 0-7(P-cores only): worker pools scale 24 → 8, hang identicalHardware ruled out: PCIe negotiates Gen5 x16 under load,
Replays Since Reset: 0, no AER events; 60 s of sustained GPU compute (llama.cpp) completely clean; thermals 30-37 °C withHW Thermal SlowdownandHW Power Brakecounters both 0 µs; stock power limit, no overclock.Note on Xid 109
On this hardware the hang is sometimes accompanied by
NVRM: Xid 109 CTX SWITCH TIMEOUT, name=RenderThread(also reported at NVIDIA/open-gpu-kernel-modules#1146 for GB202). In my case the two are separable: withVKD3D_DISABLE_EXTENSIONS=VK_NV_raw_access_chains VKD3D_CONFIG=nodxr,force_host_cachedthe Xid stopped being logged across subsequent runs while the hang persisted unchanged. Without those options the main thread spins tight at ~100% of a core and the Xid fires; with them it spins at ~50% with a yield (wchan=poll_schedule_timeout) and no Xid appears. That reads to me like the GPU context being starved by a CPU-side stall for long enough to trip the context-switch watchdog, i.e. the Xid is downstream of the hang.Logs
I have not yet captured a
VKD3D_DEBUG/PROTON_LOGtrace — the runs above hadVKD3D_DEBUG=noneandWINEDEBUG=-all. I can reproduce this on demand within a few minutes of launch and will attach a full log; tell me which log level is most useful. I also have 1 Hznvidia-smi dmontelemetry covering the approach to the hang and complete per-thread dumps.