Name of the game with compatibility issues: DragonSword Awakening
Steam AppID of the game: 4570720
System Information
GPU: RTX 5080 Laptop
Driver version: nvidia 610.57.04
Kernel version: 7.1.8-1-cachyos-bore (CachyOS)
Proton version: Experimental 11.0-20260805
I confirm:
[x] that I haven't found an existing compatibility report for this game.
[x] that I have checked whether there are updates for my system available.
Symptoms
Cutscenes don't show any video for me. The picture freezes on whatever frame was on
screen when the cutscene starts, the cutscene's audio plays all the way through, and then
the game carries on as if it had played. It only happens on the pre-rendered cutscenes —
the in-engine ones are fine.
I assumed at first it was a missing mp4 codec, but that doesn't seem to be it.
Reproduction
New Game, then play to the first pre-rendered cutscene (the "15 days later" scene shortly
after the opening). It happens every time for me. Also on the first-dungeon dragon
cutscene.
What I found
I'm not a Wine developer and don't understand this layer, so to be upfront: I captured a
debug log and used an AI to help work out what it was pointing at. Passing on what it
found in case it's useful, but please treat the interpretation with appropriate suspicion
— the log lines themselves are straight from the capture.
With WINEDEBUG=+mfplat,+mf,+winegstreamer, one ~10 second cutscene produced 15366 of
these, which works out to roughly one per frame:
That GUID is IMF2DBuffer2. The game plays its cutscenes through UE's ElectraPlayer, and
the reading I was given is that it queries that interface on each decoded video sample,
gets refused, and so never gets a frame — while the audio path, which doesn't need it,
plays normally.
During the freeze the GameThread sits at 100% of one core, the RenderThread goes idle and
GPU utilisation drops to 0%. Decode is software (libgstlibav); NVDEC is never used.
GE-Proton11-3 plays the cutscenes correctly with no other changes.
Possibly the same bug: Mortal Shell 2 tutorial videos embedded in UI panels often didn't
render for me either, leaving the panel blank. I didn't capture a log for that one.
Happy to re-capture logs, test patches, or run anything else that would help.
Compatibility Report
System Information
I confirm:
Symptoms
Cutscenes don't show any video for me. The picture freezes on whatever frame was on
screen when the cutscene starts, the cutscene's audio plays all the way through, and then
the game carries on as if it had played. It only happens on the pre-rendered cutscenes —
the in-engine ones are fine.
I assumed at first it was a missing mp4 codec, but that doesn't seem to be it.
Reproduction
New Game, then play to the first pre-rendered cutscene (the "15 days later" scene shortly
after the opening). It happens every time for me. Also on the first-dungeon dragon
cutscene.
What I found
I'm not a Wine developer and don't understand this layer, so to be upfront: I captured a
debug log and used an AI to help work out what it was pointing at. Passing on what it
found in case it's useful, but please treat the interpretation with appropriate suspicion
— the log lines themselves are straight from the capture.
With
WINEDEBUG=+mfplat,+mf,+winegstreamer, one ~10 second cutscene produced 15366 ofthese, which works out to roughly one per frame:
That GUID is IMF2DBuffer2. The game plays its cutscenes through UE's ElectraPlayer, and
the reading I was given is that it queries that interface on each decoded video sample,
gets refused, and so never gets a frame — while the audio path, which doesn't need it,
plays normally.
Also in the log:
During the freeze the GameThread sits at 100% of one core, the RenderThread goes idle and
GPU utilisation drops to 0%. Decode is software (libgstlibav); NVDEC is never used.
GE-Proton11-3 plays the cutscenes correctly with no other changes.
Possibly the same bug: Mortal Shell 2 tutorial videos embedded in UI panels often didn't
render for me either, leaving the panel blank. I didn't capture a log for that one.
Happy to re-capture logs, test patches, or run anything else that would help.