Hello @archaic-cv-01, 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/9164#issuecomment-6400232308.
proton experimentalx1 2026-10PROTON_LOG=1x1 2026-10VKD3D_SHADER_MODEL=6_5x1 2026-10%command% -dx11x1 2026-10%command% -dx12x1 2026-10VKD3D_SHADER_MODEL=6_5 %command% -NOTEXTURESTREAMING -useallavailablecoresx1 2026-10
Compatibility Report
System Information
experimental-bleeding-edge-11.0-456668-20261025-p5b1cb2-w7b3cea-dcbd220-vef9a02-x86_64
override, Curve Optimizer -30), 32 GB RAM
I confirm:
(Not ticked: this is a follow-up to the existing report in this thread.)
Symptoms
With default launch options (only
PROTON_LOG=1 %command%) the game freezesduring its in-game shader compilation: the progress stops at 95-99%. The window
stays up and the game's audio keeps playing, but nothing moves and CPU usage
drops. The game does not crash. The freeze lasts at least a minute (the log
shows several 60 s
loader_sectiontimeouts); I close the game manually.In the attached log, right before the freeze:
err:vkd3d-proton:d3d12_device_validate_shader_meta: Required WaveSize range [32, 32], but supported range is [64, 64].
Afterwards 8 other threads time out on ntdll's
loader_section, all "blockedby 05b4" - the same thread that logged the WaveSize error. An earlier capture
(Mesa 26.2.4, kernel 7.2.9, with a GPU undervolt I have since removed) shows the
same pattern: the thread that logs the error (0570) blocks 5 others.
Vega 10 only supports wave64, so I suspect the rejected shader leaves a
pipeline that is never created, but that is my interpretation, not confirmed.
Other notes:
the earlier capture).
Adrenalin 26.5.2).
%command% -dx12gives the same result as the default launch.%command% -dx11works without problems.versions). Disabling the Steam shader cache and the compositor did not help
either.
Workaround:
VKD3D_SHADER_MODEL=6_5 %command% -NOTEXTURESTREAMING -useallavailablecoresstarts the game with no hang and no shader compilation step. Since
-dx11alone also works, it most likely makes the game fall back to its DX11
renderer (DXVK). Adding
-dx12to it makes the game say the GPU does notsupport DX12, so its DX12 path seems to require Shader Model 6.6.
Reproduction
PROTON_LOG=1 %command%, Proton Experimental (bleeding-edge).steam-1808500.log(gzip).(English is not my first language; this text was prepared with AI translation
help.)
arc-1808500-20261025-200406.log.gz