Name of the game with compatibility issues: Call of Duty: Black Ops 4
(Battle.net exclusive, Blizzard product code "viper")
Steam AppID of the game: n/a — Battle.net-only title, no Steam version
exists. Launched through Proton as a non-Steam title (AppID 0) with a
logged-in Battle.net prefix (a clean prefix is not possible without
losing the Battle.net login; a copy of the production prefix
was used instead — same result).
System Information
GPU: NVIDIA GeForce RTX 3060 12 GB
Video driver version: NVIDIA 615.71.09
Kernel version: 7.2.8-200.fc44.x86_64
Link to full system information report as Gist:
n/a — full report pasted inline below (no Gist account available).
System Information (Steam client, full text)
Computer Information:
Manufacturer: ASRock
Model: A520M-HDV
Form Factor: Desktop
No Touch Input Detected
Processor Information:
CPU Vendor: AuthenticAMD
CPU Brand: AMD Ryzen 5 5500
CPU Family: 0x19
CPU Model: 0x50
CPU Stepping: 0x0
CPU Type: 0x0
Speed: 4268 MHz
12 logical processors
6 physical processors
Hyper-threading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Supported
SSE41: Supported
SSE42: Supported
AES: Supported
AVX: Supported
AVX2: Supported
AVX512F: Unsupported
AVX512PF: Unsupported
AVX512ER: Unsupported
AVX512CD: Unsupported
AVX512VNNI: Unsupported
SHA: Supported
CMPXCHG16B: Supported
LAHF/SAHF: Supported
PrefetchW: Unsupported
BMI1: Supported
BMI2: Supported
F16C: Supported
FMA: Supported
Operating System:
Fedora Linux 44 (KDE Plasma Desktop Edition) (64 bit)
Kernel Name: Linux
Kernel Version: 7.2.8-200.fc44.x86_64
X Server Vendor: The X.Org Foundation
X Server Release: 12401013
X Window Manager: KWin
Steam Runtime Version: steam-runtime_1.0.20260714.251828
Client Information:
Version: 1788652215
(complete text also saved at ~/Games/battlenet/steam-system-info.txt)
Video Card:
Driver: NVIDIA Corporation NVIDIA GeForce RTX 3060/PCIe/SSE2
Driver Version: 4.6.0 NVIDIA 615.71.09
OpenGL Version: 4.6
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 164 Hz
VendorID: 0x10de
DeviceID: 0x2504
Revision Not Detected
Number of Monitors: 2
Number of Logical Video Cards: 1
Primary Display Resolution: 1920 x 1080
Desktop Resolution: 2688 x 1360
Primary Display Size: 20.71" x 11.65" (23.74" diag), 52.6cm x 29.6cm (60.3cm diag)
Primary VRAM: 12288 MB
Sound card:
Audio device: Nvidia GPU 9f HDMI/DP
Memory:
RAM: 15851 Mb
VR Hardware:
VR Headset: None detected
No VR configuration with trackers detected
Most number of trackers in a session: 0
Miscellaneous:
UI Language: English
LANG: en_US.UTF-8
Total Hard Disk Space Available: 241549 MB
Largest Free Hard Disk Block: 158664 MB
Storage:
Number of SSDs: 4
SSD sizes: 1024G,1000G,240G,0B
Number of HDDs: 0
Number of removable drives: 0
[x] that I haven't found an existing compatibility report for this game
(searched: no BO4 frontend-d3d11 report; DXVK 3.x open crash regressions
exist for other titles, e.g. #5917, but none for this game).
[x] that I have checked whether there are updates for my system available
(Fedora 44 current, NVIDIA 615.71 current, Proton Experimental current).
Symptoms
EXCEPTION_ACCESS_VIOLATION always when a match ENDS (score screen / return
to lobby; never mid-match — user-observed). Dumps report core_frontend
because the lobby IS the frontend that loads on match exit. Session times
2–33 min = preceding match length(s). Activision "Fatal error" dialog. The dialog's numeric code IS the faulting
instruction address (verified exact hex match twice:
123144898133672 = 0x6FFFE7E8BEA8, 123144902823216 = 0x6FFFE8304D30).
Six distinct Treyarch bucket signatures observed across sessions:
97c7eebd, a6529343, 7115ead2, e1566ff4, d16e0c46, b2b9535f.
Minidump forensics (parsed manually; build ships no symbols):
Faults land inside DXVK's d3d11.dll at stable RVAs, e.g.
d3d11.dll+0x13BEA8 (READ of unmapped 0x5xxx heap range; same instruction,
different bad addresses per run), d3d11.dll+0xB4D30 (EXECUTE fault),
d3d11.dll+0x21BEA8, plus NULL-function-pointer executes.
All dumps share the identical 7-frame BlackOps4.exe crash-reporter path;
deeper frames differ (heap/timing-dependent).
Thread activity identical across dumps (~61 threads): d3d11 on ~20,
bink2w64 (video) on 7, vivoxsdk (voice) on 4, mmdevapi + WS2_32 present —
frontend always playing video + voice + streaming.
The game's own handler writes the .dmp, so Wine never logs an unhandled
exception for the fatal fault.
Ruled out (each with a same-signature crash as evidence): ultra settings
(identical config worked on older installs), windowed mode, voice/chat,
file corruption (Scan & Repair x2, playable=1), NVAPI on/off,
WINE_SIMULATE_WRITECOPY on/off, dxgi.hideNvidiaGpu=True (verified applied
in DXVK log), custom launcher env (minimal STEAM_COMPAT-only session
crashes identically), heap workarounds (PROTON_HEAP_DELAY_FREE — same
fault instruction with it on), community dxvk.conf bundle
(numCompilerThreads/syncInterval/NO_ESYNC+NO_FSYNC — new signature,
same family), hardware (no NVRM Xid / OOM / segfaults; GPU 48 °C),
prefix hygiene (fresh copy behaves the same).
Reproduction
Install Battle.net through Proton (GE-Proton or upstream Experimental)
in a 64-bit prefix; log in (requires owned copy of BO4 on the account).
Install/locate Call of Duty: Black Ops 4, build 1.23.5.27458377.
Launch the game from Battle.net and play a match (any mode; match
progress saves normally).
When the match ends (score screen / return to lobby), the game dies
with the Fatal dialog (or exits silently on GE-Proton10-x without a
dump). Never mid-match (user-observed). Repeatable; exact signature
and timing vary per run.
Compatibility Report
(Battle.net exclusive, Blizzard product code "viper")
exists. Launched through Proton as a non-Steam title (AppID 0) with a
logged-in Battle.net prefix (a clean prefix is not possible without
losing the Battle.net login; a copy of the production prefix
was used instead — same result).
System Information
n/a — full report pasted inline below (no Gist account available).
System Information (Steam client, full text)
I confirm:
(searched: no BO4 frontend-d3d11 report; DXVK 3.x open crash regressions
exist for other titles, e.g. #5917, but none for this game).
(Fedora 44 current, NVIDIA 615.71 current, Proton Experimental current).
Symptoms
EXCEPTION_ACCESS_VIOLATIONalways when a match ENDS (score screen / returnto lobby; never mid-match — user-observed). Dumps report
core_frontendbecause the lobby IS the frontend that loads on match exit. Session times
2–33 min = preceding match length(s). Activision "Fatal error" dialog. The dialog's numeric code IS the faulting
instruction address (verified exact hex match twice:
123144898133672 = 0x6FFFE7E8BEA8, 123144902823216 = 0x6FFFE8304D30).
Six distinct Treyarch bucket signatures observed across sessions:
97c7eebd, a6529343, 7115ead2, e1566ff4, d16e0c46, b2b9535f.
Minidump forensics (parsed manually; build ships no symbols):
d3d11.dll+0x13BEA8 (READ of unmapped 0x5xxx heap range; same instruction,
different bad addresses per run), d3d11.dll+0xB4D30 (EXECUTE fault),
d3d11.dll+0x21BEA8, plus NULL-function-pointer executes.
deeper frames differ (heap/timing-dependent).
bink2w64 (video) on 7, vivoxsdk (voice) on 4, mmdevapi + WS2_32 present —
frontend always playing video + voice + streaming.
exception for the fatal fault.
Ruled out (each with a same-signature crash as evidence): ultra settings
(identical config worked on older installs), windowed mode, voice/chat,
file corruption (Scan & Repair x2,
playable=1), NVAPI on/off,WINE_SIMULATE_WRITECOPY on/off, dxgi.hideNvidiaGpu=True (verified applied
in DXVK log), custom launcher env (minimal STEAM_COMPAT-only session
crashes identically), heap workarounds (PROTON_HEAP_DELAY_FREE — same
fault instruction with it on), community dxvk.conf bundle
(numCompilerThreads/syncInterval/NO_ESYNC+NO_FSYNC — new signature,
same family), hardware (no NVRM Xid / OOM / segfaults; GPU 48 °C),
prefix hygiene (fresh copy behaves the same).
Reproduction
in a 64-bit prefix; log in (requires owned copy of BO4 on the account).
progress saves normally).
with the Fatal dialog (or exits silently on GE-Proton10-x without a
dump). Never mid-match (user-observed). Repeatable; exact signature
and timing vary per run.