Hello @als-creator, we're using one issue report per unofficially supported game title, so I've gone ahead and transferred this issue report to https://github.com/ValveSoftware/Proton/issues/8619#issuecomment-5937731141
proton experimentalx1 2026-10PROTON_LOGx1 2026-10PROTON_LOG=1x1 2026-10WINEDEBUG=+sehx1 2026-100xc0000005x1 2026-10
King's Bounty: Warriors of the North (203350) 32-bit — EXCEPTION_ACCESS_VIOLATION (NULL deref) inside DXVK d3d9.dll after ~1.7 h; plus 32-bit address-space exhaustion crash
Summary
Two distinct crash modes in this 32-bit D3D9 game under Proton Experimental:
game.ini(streaming 1,shadowresolution 1024,r_fsaa 0).d3d9.dll(~1 h 42 min session) —EXCEPTION_ACCESS_VIOLATION 0xc0000005, read of0x4, instructionmovl 4(%ecx),%eaxatecx=0, fault at RVA0x466833, entered through a device method (RVA0xb0914), callerKBWotN.exe RVA 0x2be1e0. Captured in aPROTON_LOG=1/WINEDEBUG=+sehlog with winedbg backtrace.The DXVK-side NULL deref has not recurred since updating from DXVK
v3.1.1-21tov3.1.1-27(Proton Experimental 20260924): ~10 h / 9 sessions. Statistical confirmation still pending.Environment
7.2.7-zen1-1-zen26.2.3(Vulkan 1.4.354), 4 GB shared VRAM11.0-20260917b(crash time) →11.0-20260924(current)v3.1.1-21-7df3596eed49cb7(crash) →v3.1.1-27-g25ca63f17f34bdc(current), 32-bit buildCrash A — 32-bit address-space exhaustion (2026-09-24 00:51, ~4.5 h session)
signal 11 (SEGV),si_code SEGV_ACCERR, ~1.5 GB core (systemd-coredump).ntdll.dllmapped at0x7BF10000— 32-bit user space exhausted "to the top"; SEH exception cascade in the engine (~40 nested frames).vkWaitSemaphores; no amdgpu / GPU errors in kernel log → game-side memory issue, not driver.streaming 0(data/game.ini→setf ~streaming 0) and holds its whole content set in RAM (textures.kfs ~445 MB + animation.kfs ~210 MB + renderer copy). Crash ~2 s after an autosave.game.ini):~streaming 0→1,~shadowresolution 2048→1024,~r_fsaa 1→0.Crash B — NULL deref inside DXVK d3d9.dll (2026-09-25 19:34:17, ~1 h 42 min session)
Captured with
PROTON_LOG=1/WINEDEBUG=+seh. Backtrace from winedbg:Modules/threads in the dump confirm the renderer is DXVK (threads
dxvk-cs,dxvk-queue,dxvk-frame,dxvk-shader-*;info: DXVK: v3.1.1-21/info: Game: KBWotN.exein the log).After the fault the engine's own error path failed (managed .NET threw Win32Exception "invalid window handle" ×9), then winedbg tore the process down (~17 s later).
Hypotheses
The same session settings had crash-mode A removed (streaming on), so memory pressure is not plausible here.
Notes
~/.local/share/Steam/steamapps/shadercache/203350/stays empty — shaders recompile every launch for this title. (Slower start only.)Repro
Precise, trustworthy logs available on request (PROTON_LOG with backtrace, coredump analysis).