Proton log (PROTON_LOG=1, attached) from a clean run (no mods). It hung at the 2nd item inspection, about 1:40 after launch. The only edit is a redacted home path.
Observations, not a diagnosis:
d3d12_command_queue_execute: Failed to submit queue(s), vr -4). Same kernel signature as above (SQC(data), address 0x0, status 0x00501430).d3d12_resource_create_reserved: Sparse is not supported for vk_format 37/43/64/92/124 with 4 samples and vk_format 124/126 with 1 samples. The same batch appears at every inspection.Invalid resource alignment 0x1000 warnings (2293×) occur about 50 s earlier, not close to the hang.Cross-posted to Mesa, since the same SQC (data) signature also shows up in native Vulkan and radeonsi on gfx1201 (e.g. mesa#16120, mesa#15272): https://gitlab.freedesktop.org/mesa/mesa/-/issues/16650
proton experimentalx1 2026-10PROTON_LOG=1x1 2026-10RADV_DEBUG=hangx1 2026-10dinput8.dllx1 2026-10
Summary
Resident Evil Requiem reliably hangs the GPU on an RX 9070 XT (RDNA4, gfx1201) after 1–25 minutes of normal play.
Fastest trigger: opening the 3D item inspection view (rotate/zoom an item, blurred background) after unlocking an upgrade showcase. It hangs on the first or second inspection most of the time; occasionally only on the third attempt after reloading a save. Loading screens (e.g. loading a save from the title screen) and a specific cutscene trigger it as well, so it seems tied to the game creating new resources rather than to one particular view.
Clean repro: 3 out of 3 fresh launches on an unmodified game folder (no injectors, only Proton's builtin
dinput8.dllin the process) hung within 1–3 minutes: twice in the item inspection view, once on a loading screen. The kernel log shows a gfxhub permission fault fromSQC (data)in thevkd3d_queuethread, then agfx_0.0.0ring timeout and reset. The game freezes (cutscene audio keeps playing); the desktop recovers.This looks like the same pattern as #3346 (Dragon's Dogma 2, RX 9070 XT) and #3290 (Monster Hunter Wilds, also seen on RX 9070 XT). Both are RE Engine titles, like Requiem. I'm filing separately because Requiem isn't mentioned there, and we have done a fairly complete isolation on the system side. The same game on the same hardware under Windows ran 68 minutes without a hang.
System
linux7.2.644cf7c2(vkd3d-1.1-5641-g44cf7c2); also reproduced on GE-Proton 11-7, and on Valve Proton Experimental 11.0-20260910b in an earlier run that had extra transfer-queue options setKernel log (representative, identical in every hang)
The devcoredump names
re9.exe, threadvkd3d_queue. The faulting page is the first page (address 0) in every capture.This is not a one-off: since September 19 we have 17 complete devcoredumps from separate hangs, all with this signature, and 8 hangs on October 14 alone across the configurations below.
What we ruled out (each as a separate run, all still hang with the same signature)
re9.exein a local vkd3d-proton buildamdgpu.ppfeaturemaskremoved (stock clocks/voltage, no overdrive, no undervolt)7c648edb36(26.3.0-devel, 2026-10-14), RADV only, loaded viaVK_DRIVER_FILES(verified in process maps)AllowMeshShader=Disablein the game'sconfig.ini(value verified at hang time)Game-independent probes on the same card were clean: 10 GiB Vulkan VRAM test for 60 minutes, native Vulkan ray tracing sample, and vkd3d-proton
test_raytracing(1826 checks, 0 failures). Stellar Blade (UE4, DX12 via vkd3d-proton) runs for hours without issue.The game logs
d3d12_resource_validate_texture_alignment: Invalid resource alignment 0x1000 (required 0x10000)fromGetResourceAllocationInfo3(as in #2927). We could not tie it in time to the hangs, so this is only a note.Available data
RADV_DEBUG=hangreport (withnocache/syncshaders) from an earlier hang. Last trace marker inside aDRAW_INDEX_INDIRECT_MULTI; graphics pipelinefea0e6522d172cd5(VSe942adb3a4e6c48b, FS601e523bce38b197), with SPIR-V/NIR/ACO disassemblyI'm happy to share any of these, run a build with extra checks, or test patches. With the item inspection trigger I can test a change in a few minutes.