Attachments — watchdog minidump (Cyberpunk2077-watchdog-dump.zip.b64, decode with base64 -d) + CrashInfo.json: https://gist.github.com/sjaccaud/69c67d05e269fca7e05d9d7b8fa9110d
can we please have less LLM vomit that neither you or me are ever going to read and just post a proton log?
It's LLM vomit because an LLM wrote it. An LLM wrote it because it's in charge of maintaining the installs. Proton is attached so take what's useful and discard the rest.
Proton log is not attached
ge-proton11-6x1 2026-10ge-proton11-7x1 2026-10ge-proton11-9x1 2026-10DXVK_NVAPIx1 2026-10PROTON_FORCE_NVAPIx1 2026-10PROTON_LOG=1`)x1 2026-10RADV_DEBUG=syncshadersx1 2026-10RADV_PERFTESTx1 2026-10RADV_PERFTEST=gplx1 2026-10STEAM_COMPAT_CONFIG=disablenvapix1 2026-10VKD3D_CONFIGx1 2026-10VKD3D_CONFIG=pipeline_libraryx1 2026-10VKD3D_DISABLE_EXTENSIONS=VK_EXT_descriptor_bufferx1 2026-10WINEDLLOVERRIDESx1 2026-10d3d12core.dllx1 2026-10nvapi64.dllx1 2026-10winevulkan.dllx1 2026-10
Cyberpunk 2077 (2.5 "Edgerunners 2") — reproducible queue deadlock under streaming on RADV/gfx1201
Venue: https://github.com/HansKristian-Work/vkd3d-proton/issues (cross-reference ValveSoftware/Proton)
Summary
After the Cyberpunk 2077 Update 2.5 (Edgerunners 2, Oct 22 2026, game build 60152385347545148 / exe 3.0.5813403), the game reproducibly deadlocks during heavy streaming on RADV — the built-in benchmark freezes at a deterministic ~507 s point on its route, the save-load path freezes ~3–5 min in, and even boot-time shader streaming wedges within ~35–215 s. The engine's watchdog writes a post-mortem (
CrashInfo.json) and either aborts the process or leaves it wedged. The same install ran fine on game build 2.31a on Oct 21 (5 days prior) on an unchanged kernel/Mesa.Environment
radv is not a conformant Vulkan implementationbuild)Evidence
CrashInfo.json(engine post-mortem telemetry) per run:sessionLength505.9 / 506.9 / 507.9 s,district: "Glen",isOom: falsesessionLength348.9 s, real-world coords,isOom: falsesessionLength35–47 s on cold shader cache, ~156–215 s otherwiseWatchdog minidump (
Cyberpunk2077-*.dmp, context-only snapshots, no exception stream):GameThreadparked +vkd3d_queuethread executing insidewinevulkan.dll(queue submission / wait never returning). Another capture showedFSR Interpolation Threadinsided3d12core.dllwhile GameThread parked.redDispatcher11job workers executing normal engine SIMD math when snapshotted — engine-side is healthy; the wedge is below it.vkd3d-proton log (with
PROTON_LOG=1) shows per-frame activity stopping at the freeze instant — last lines are routined3d12_command_queue_QueryInterface/DiscardResourcewarnings, no error. OptiScaler's independent overlay swapchain kept presenting at ~5.7 ms right up to process abort, confirming the wedge is in the game's queue path, not the whole process.No kernel-side evidence: zero amdgpu reset/timeout messages in dmesg/journal (gpu_recovery would log); no OOM (62 GB RAM, VRAM peaked ~6.7/32 GB during boot wedge).
Ruled out (each independently — identical freeze)
dxgi=nhook chainPROTON_FORCE_NVAPI/DXVK_NVAPI+STEAM_COMPAT_CONFIG=disablenvapiremoving system32/nvapi64.dll)EnableModVerificationRADV_PERFTEST,VKD3D_CONFIG,MESA_*,DRI_PRIME,WINEDLLOVERRIDES)VKD3D_CONFIG=pipeline_library+RADV_PERFTEST=gplVKD3D_DISABLE_EXTENSIONS=VK_EXT_descriptor_bufferRADV_DEBUG=syncshadersUserSettings.json(incl. hidden options)Repro
proton run Cyberpunk2077.exe --launcher-skip -skipStartScreenon GE-Proton (any 11-x)-benchmark(freeze at ~507 s route point)CrashInfo.json; process wedges (or aborts with default watchdog timeout)Notes / hypotheses
FSR4_FrameGeneration,DLSS_DynamicMultiFrameGenerationoptions, changed asset streaming) — plausibly a new descriptor-heap/queue usage pattern similar to the historic CP77 OOB-descriptor RADV hangs that vkd3d already works around for RT mode (v2.11 changelog).Attachments
Cyberpunk2077-20261026-004140-460-576/Cyberpunk2077.dmp— watchdog minidump from a stripped-config freezeCrashInfo.json— latest engine post-mortem