Hello @BentusiProg, we're using one issue report per unofficially supported game title, and you've already posted this feedback at https://github.com/ValveSoftware/Proton/issues/9164#issuecomment-6228625138.
Closing as a duplicate.
proton experimentalx1 2026-10proton hotfixx1 2026-10PROTON_NO_ESYNC=1x1 2026-10PROTON_NO_FSYNC=1x1 2026-10
Compatibility Report: ARC Raiders (1808500) — Reproducible GameThread Hang Returning to Speranza
System Information
Component | Configuration -- | -- Distribution | Linux Mint 22.x (Ubuntu 24.04 base) Kernel | 6.8.0-147-generic Desktop | Cinnamon / Xorg GPU | NVIDIA GeForce RTX 3080 Ti, 12 GB VRAM NVIDIA drivers tested | 580.178.04 and 595.99.02 System RAM | 64 GB installed CPU | 32 logical processors Steam AppID | 1808500 Proton versions tested | Hotfix, Experimental, Experimental bleeding-edgeThese crashes occurred despite changes to NVIDIA drivers, Proton versions, and synchronization settings. No GPU crash was identified by Unreal in these reports.
Live GDB Backtrace Investigation
Two separate GDB thread backtraces were collected while the game was frozen, before the process terminated.
Files:
arc-hang-backtrace.txt— captured under Proton Hotfixarc-hang-backtrace-2.txt— captured under Proton ExperimentalThe captures contain approximately 207 and 215 Linux threads, respectively.
Both captures include threads executing Wine synchronization functions such as:
Other threads show:
The captures also include ordinary Wine thread-pool waits and Vulkan-related activity.
GDB reported the following warnings:
Because of these debugger limitations and the lack of symbolized PioneerGame functions, these thread stacks do not conclusively identify the object being waited on, the responsible thread, or whether the root cause is inside Proton or the game itself.
The key observation is that Unreal independently and repeatedly detects the same GameThread hang during a specific transition.
Troubleshooting Performed
The following changes were individually tested without eliminating the recurring hang:
NVIDIA
NVIDIA 580.178.04
NVIDIA 595.99.02
GPU recognized correctly by
nvidia-smiNo NVIDIA Xid errors found in the inspected kernel logs surrounding earlier failures
Proton
Proton Hotfix
Proton Experimental
Proton Experimental bleeding-edge
Tested disabling FSYNC and ESYNC with:
The same Unreal hang remained reproducible.
Steam and Game Environment
Disabled Steam Overlay
Shader pre-caching already enabled
Verified game-file integrity through Steam
Backed up the existing Proton compatibility prefix and allowed Proton to recreate a fresh prefix
Launched and played with the regenerated prefix
Reproduced the same return-to-Speranza hang afterward
Logging and Crash Analysis
Reviewed Denuvo Anti-Cheat runtime logs from earlier failures
Examined Unreal's
CrashContext.runtime-xmlfilesExamined Linux
coredumpctlinformation from earlier segmentation faultsCollected two live GDB thread backtraces
Earlier sessions also experienced SIGSEGV crashes. However, the consistently reproducible transition failure documented here is Unreal's GameThread Hang, which does not necessarily have the same root cause as those earlier segmentation faults.
Additional Observations
Gameplay during raids generally runs normally.
The failure is associated specifically with leaving a completed raid.
The game freezes before the post-raid summary screen.
Unreal reports
GPUCRASH_NONE.The same PioneerGame stack offsets recur across independent crashes.
The issue persists with two NVIDIA driver versions.
The issue persists across several Proton configurations.
Rebuilding the Proton prefix did not resolve the failure.
Attachments
Two GDB backtraces are available:
arc-hang-backtrace.txtarc-hang-backtrace-2.txtI can also provide the relevant Unreal
CrashContext.runtime-xmlfiles.Request to Proton Maintainers
Could this reproducible return-to-Speranza GameThread hang be investigated for a possible Proton/Wine compatibility issue?
In particular, is there a known synchronization, rendering-transition, or game-runtime behavior that could explain the main game thread failing to progress during the transition from a completed raid back to Speranza?
The available evidence does not conclusively establish a Wine deadlock or GPU driver fault.
I'm happy to provide additional targeted diagnostics if the existing Unreal crash contexts and GDB backtraces are insufficient.
Related issue: #9164 — general ARC Raiders compatibility tracking. This report concerns a specific repeatable transition hang rather than the original out-of-video-memory failure.