protonscr

Street Fighter 6: Throw Escape consistently triggers Intel GPU hang / device lost

protonclosed appid 1364780
ValveSoftware/Proton#10076 · opened 2026-08-19 by tizien · updated 2026-08-19 · 1 comments · github · game page · search this game
Ttizien 2026-08-19 github

Compatibility Report

Game

Street Fighter 6
Steam AppID: 1364780

Proton

GE-Proton11-5

vkd3d-proton:
3.1.0
build: 731c4aae5991b33

System

OS: Arch Linux
Kernel: 7.1.8-arch1-3

GPU:
Intel Meteor Lake integrated graphics

PCI ID:
0x7d41

Driver:
xe

GuC firmware:
i915/mtl_guc_70.bin

GuC version:
70.53.0

Problem

Street Fighter 6 consistently hangs/crashes after performing a Throw Escape.

The problem is highly reproducible.

This does not appear to be a normal Wine/Proton application crash. The Intel GPU itself stops making progress and the kernel reports a GPU engine timeout followed by an RCS engine reset.

Reproduction

  1. Launch Street Fighter 6 using Proton.
  2. Enter a match.
  3. Perform a Throw Escape.
  4. Continue playing.
  5. The game eventually hangs/crashes.
  6. The Intel GPU engine times out.

Testing

The problem has been reproduced with:

  • xe
  • i915
  • DX11
  • DX12
  • single queue
  • normal/multiple queue configuration
  • split-lock detection disabled
  • CachyOS kernel
  • multiple Intel PCs

The issue remains reproducible.

DX11 also reproduces the same Throw Escape-related failure, so this does not appear to be exclusively a vkd3d-proton/D3D12 problem.

Kernel failure

The Intel kernel driver reports:

Engine reset: engine_class=rcs

followed by:

Timedout job: seqno=73238, lrc_seqno=73238, guc_id=117, flags=0x80 in StreetFighter6

and:

Xe device coredump has been created

Additional Street Fighter 6 jobs time out immediately afterwards.

Proton log

On the DX12 path, the Proton log contains:

vkd3d_memory_transfer_queue_wait_allocation:
Waiting for GPU to clear allocation

followed by:

dxgi_vk_swap_chain_wait_semaphore:
Failed to wait for present semaphore, vr -4

and:

vkd3d_wait_for_gpu_timeline_semaphore:
Failed to wait for Vulkan timeline semaphore, vr -4

The Vulkan failure happens after the GPU stops making forward progress.

Conclusion

The problem appears to be triggered through the Street Fighter 6 rendering workload associated with Throw Escape and ultimately results in an Intel GPU hang.

The kernel/xe driver produces a device coredump when the failure occurs.

I am reporting this because there may be an interaction between Street Fighter 6/Proton and the Intel Meteor Lake graphics stack that is triggering a GPU hang.

Full Proton log, kernel log and xe coredump are available.

steam-1364780.log

sf6-structure.txt

Kkisak-valve maintainer 2026-08-19 github

Hello @tizien, we're using one issue report per unofficially supported game title, and usually I'd transfer this to #6817, however, you're fairly clearly describing a video driver issue that should be evaluated by your video driver vendor first. If the video driver maintainers find something actionable on their end that needs to be addressed on Proton's side, then that should be mentioned on #6817.

Proton versions