protonscr

CONTROL Resonant

protonopen appid 3669870Game compatibility - UnofficialXAudio2
ValveSoftware/Proton#10178 · opened 2026-09-25 by yak3d · updated 2026-10-13 · 12 comments · github · game page · search this game
Yyak3d 2026-09-25 github

Compatibility Report

  • Name of the game with compatibility issues: CONTROL Resonant
  • Steam AppID of the game: 3669870

System Information

  • GPU: NVIDIA RTX 5090
  • Video driver version: 615.71.09
  • Kernel version: 7.2.6-1
  • Link to full system information report as Gist:
  • Proton version: Proton Experimental

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.

steam-3669870.log

Symptoms

When loading into the game with ray tracing on, it freezes up instantly. If you load into the game, then turn on ray tracing the game will also freeze.

Reproduction

  1. Start the game
  2. Enable ray tracing in the graphics settings
  3. Select New Game, game will freeze
BBlisto91 2026-09-25 github

According to https://github.com/HansKristian-Work/vkd3d-proton/issues/3327#issuecomment-5826827970 this is a Nvidia driver regression.
Does VKD3D_CONFIG=descriptor_heap %command% work around the problem?

Pprobwebdev 2026-09-25 github

Hi! Having a similar issue with AMD hardware while using Proton 11(Proton Experimental works as expected). Here's some details:

System Info:

Operating System: SteamOS 3.8.28 Build: 20260922.1
KDE Plasma Version: 6.4.3
KDE Frameworks Version: 6.16.0
Qt Version: 6.9.1
Kernel Version: 6.18.50-valve2-1-neptune-618-gc7289a96b14d (64-bit)
Graphics Platform: Wayland
Partition: B
Processors: 16 × AMD Ryzen 7 9800X3D 8-Core Processor
Memory: 32 GiB of RAM (31.0 GiB usable)
Graphics Processor: AMD Radeon RX 9070 XT
Manufacturer: Gigabyte Technology Co., Ltd.
Product Name: B850M GAMING X WIFI6E
System Version: Default string-WCP-ADO

From steam: system_info.txt

Crash logs:
Ptoton 11.0.2
FIrst is when setting RT on in the settings
2026-09-25_17:06:06_appid-3669870_crash.log
Second one us when game couldn't start because RT is on in the settings
2026-09-25_17:06:17_appid-3669870_crash.log

This system log is probably for Proton Experimental:
steam-3669870.log

Can provide more info if something is missing

TTrabbipG 2026-09-25 github

The issue only appears when enabling indirect lighting. Other RT options cause no Problem on my end.

@Blisto91 This command seems to have fixed the freezing for me after a short test.

Hhotline1337 2026-09-25 github

According to HansKristian-Work/vkd3d-proton#3327 (comment) this is a Nvidia driver regression. Does VKD3D_CONFIG=descriptor_heap %command% work around the problem?

Does not work for me. RTX 3060 with nvidia-open-dkms (615.71.09). Had to edit %WINEPREFIX%/users/steamuser/AppData/Local/Remedy/CONTROLResonant/renderer.ini and set all RT/PT related settings to 0.

MMrFroop 2026-09-27 github

Summary

I seem to have another problem, I get stuttering, and the culprit seems to be the CPU. Or at least something connected to it.

System Information

  • GPU: AMD Radeon RX 7800 XT
  • CPU: AMD Ryzen 5 7600X
  • RAM: 32 GB
  • Driver Version: 4.6 (Compatibility Profile) Mesa 26.2.3-arch1.1
  • Kernel version: 7.2.7-arch1-1 (Arch Linux)
  • Compositor: Sway 1.12 (Wayland)
  • Proton version: Proton Experimental

Link to full system information report as Gist: https://gist.github.com/MrFroop/09ef2b315d57ba1ea315e7d2d15234f3

Proton log:

Proton log gist: https://gist.github.com/MrFroop/7f2bcb73bca5057b0a00fd6d80c28c1f

Symptoms

After the intro, in the open city area, the game stutters heavily whenever the character or camera moves. Standing still is smooth.

I used mangohud to get these figures

  • Standing still: stable ~70 fps, GPU usage ~99%.
  • Moving: fps drops to 25–30 with visible stutter. GPU usage drops to ~65–75%.
  • Frame limiter set to 30 fps: still stutters when moving, with GPU usage stable around ~50%.

Changing render resolution had no effect, same behavior at 1080p and native 3440x1440.

The CPU seems to have two cores running at almost 100% all the time, so is it a CPU bottleneck? Never had problem with that before though.

Ruled out

  • Graphics settings: all ray tracing/path tracing off, tested to lower everything to absolute lowest, still the same stutter.
  • VRAM: stable ~8 GB of 16 GB.
  • Storage: game on NVMe, checked an no disk read during the part where I saw stuttering.
  • Thermal throtteling, no, stable around ~50-70 °C.
  • PROTON_USE_NTSYNC=0 Some one on proton-db had this, made no difference.
  • Proton Experimental, Proton-CachyOS, Proton-GE: no change.
11ukas 2026-09-27 github

System: RTX 4070 super, driver 615.71.09, 5800X3D, 7.2.4 kernel, Wayland.

Most projector videos are corrupted when using RT Direct Lighting.

Setting on High/Ultra:
Image

Setting on Off:
Image

This setting also breaks shadows in certain quest areas.

A lot of these are late in the game, haven't found anyone with similar issues yet.

Fflying-sheep 2026-09-27 github

I have heavy graphical glitches in the West Incursion Zone. Looking especially at the park house there

  • without Ray Tracing (RT), the graphics strobe between normal and most everything being black frame-by-frame.

  • With RT on, the game crashes unless Proton experimental is used. When using it, reflective surfaces are black and some other surfaces are blotchy rainbow noise colored as in these screenshots:

    Image Image Image

Operating System: Arch Linux
KDE Plasma Version: 6.7.5
KDE Frameworks Version: 6.30.0
Qt Version: 6.11.2
Kernel Version: 7.2.7-arch1-1 (64-bit)
Graphics Platform: Wayland
Processors: 16 × AMD Ryzen 7 3700X 8-Core Processor
Memory: 32 GiB of RAM (31.3 GiB usable)
Graphics Processor: AMD Radeon RX 6800 XT

TTwilightDr4g0n 2026-09-27 github

Done a lot of messing around over the last few days, and have realized the following.

  1. The game is totally broken with HDR. It won't get past initial setup. If you remove PROTON_ENABLE_HDR then get through initial setup before adding it back, it will work for a while, but upon reaching a certain area of the game it will hang every 20 seconds or so requiring a full restart of the game. Disabling it completely resolves the hangs.

  2. As others noted, indirect lighting (path tracing) is broken. It will cause the game to freeze up.

  3. Not 100% on this, but VKD3D_CONFIG=descriptor_heap seems to resolve some stutter with RT.

  4. Can corroborate that enabling RT will cause shadow artifacting in a specific part of the game (the factory) and also cause certain screens in the game to not render contents properly.

Sseadowg 2026-09-27 github

After the intro, in the open city area, the game stutters heavily whenever the character or camera moves. Standing still is smooth.
fps drops to 25–30 with visible stutter. GPU usage drops to ~65–75%.

@MrFroop I'm seeing the same behaviour. I'm using a 5700x3D (with the same GPU and RAM as you). I'm currently playing on Windows with the same machine and the FPS drops don't occur.

EDIT: I should be more specific: I'm playing with a 60 FPS limit so on Windows I'm not seeing FPS drops below that. If testing without a limiter would be helpful, let me know and I'll do it.

DDylanDogxx 2026-09-28 github

Different issue on NVIDIA Pascal / GTX 1080 Ti
GPU: GTX 1080 Ti
Driver: NVIDIA 580.178.04
Distro: CachyOS
VKD3D-Proton: 3.1.0
Proton tested: Proton 11, Proton-CachyOS 11, Hotfix, Experimental Bleeding Edge
Game launches normally and UI/HUD renders, but the player character, background and essentially all 3D world geometry are missing.
Volumetric fog becomes nearly opaque on GTX 1080 Ti/Pascal under VKD3D-Proton, obscuring the 3D scene. UI and some particles/debris still render. Native Windows D3D12 renders correctly.
Same game and GPU render correctly under Windows.
Tested:

  • clean Proton prefix
  • clean Steam shader cache
  • deleted/rebuilt vkd3d-proton.cache
  • game moved from NTFS to Linux filesystem
  • RT/PT/HDR/frame generation disabled
  • native/internal rendering changes
  • experimental SM 6.7
    Vulkan reports:
  • shaderInt16 = true
  • storageBuffer16BitAccess = true
  • shaderFloat16 = false
  • no VK_EXT_descriptor_heap
  • no VK_KHR_shader_maximal_reconvergence
  • no VK_KHR_shader_quad_control
    VKD3D log reports:
    d3d12_device_caps_init_shader_model: Enabling support for SM 6.6.
    The log repeatedly contains:
    d3d12_command_allocator_Reset: There are still 1 pending command lists awaiting execution
    No VK_ERROR_DEVICE_LOST or obvious shader compilation failure is present.
Image

UPDATE
It works with Proton 10. I tried Proton 9, but the game crashes after the intro.

Mmankeli 2026-10-10 github
sorry for the LLM generated report, but this explains the problem in last post (and a workaround):

GTX 1080 / Pascal: missing world geometry is caused by vkd3d-proton skipping VK_EXT_device_generated_commands. Workaround: Proton 9.0

I hit the same thing as the GTX 1080 Ti report above: no world geometry or characters, while the HUD, UI and particles still render and the volumetric fog looks almost opaque.

System: Ubuntu, NVIDIA GTX 1080, nvidia-driver-580

Workaround: switch the game to Proton 9.0. Geometry renders normally with it.

What's going on

Run with VKD3D_DEBUG=warn VKD3D_SHADER_DEBUG=warn PROTON_LOG=1, current Proton shows:

info:vkd3d-proton:vkd3d_init_device_caps: Not all relevant pipeline stages are supported by EXT_dgc. Skipping.
fixme:vkd3d-proton:d3d12_command_signature_create: Device generated commands is not supported by implementation.

  • The game issues its world geometry through ExecuteIndirect, with a command signature that changes state per draw rather than taking only draw arguments. vkd3d-proton needs device-generated commands to translate that.
  • The 580 driver exposes VK_EXT_device_generated_commands, VK_NV_device_generated_commands and VK_NV_device_generated_commands_compute on this GPU.
  • Current vkd3d-proton rejects EXT_dgc on this device ("not all relevant pipeline stages are supported"). My guess is that it wants the task/mesh stages, which Pascal doesn't have since it has no mesh shaders. It then uses no DGC at all, CreateCommandSignature fails, and every indirect draw using that signature draws nothing.
  • With nothing drawn, the depth buffer stays at the far plane, which is presumably why the volumetric fog looks opaque. The fog is a symptom, not the cause.
  • Proton 9.0's older vkd3d-proton presumably uses VK_NV_device_generated_commands, which works here, so the command signature is created and geometry draws.

Suggested fix (vkd3d-proton): when the device doesn't support mesh shaders, don't require task/mesh stages in the EXT_dgc support check. Or fall back to NV_dgc when EXT_dgc is rejected. Since 580 is the last driver branch for Pascal, a driver update won't solve this.

Aarnxxau 2026-10-10 github

Reply to https://github.com/ValveSoftware/Proton/issues/10178#issuecomment-5855032337

9070 XT, 5700X3D

Same issue here.

I tried on Windows and this doesn't happen, so I don't think it's a hardware bottleneck.