Hello @Francesco149, what's the game doing without PROTON_USE_WINED3D=1? Can you attach a Proton log of the game without that env variable?
this is what happens without PROTON_USE_WINED3D
log: https://gist.github.com/Francesco149/6ad5433daee895ec6a281729808a8dce
Muse Dash (774171) crashes immediately after launch
Issue transferred from https://github.com/ValveSoftware/Proton/issues/2880.
@kbeckmann posted on 2019-07-12T22:19:54:
The game crashes during launch.
Launch the game.
Crash report from the game: error.log
Crash dump from the game: crash.zip
Proton log: steam-774171.log
I tried running with and without ACO ( by setting RADV_PERFTEST=llvm ), no difference.
I debugged this a bit...
During launch, it crashes. Looking at the crash, it crashes in
EIP: 0x1c335069
During this run, ZFProxyWeb.dll was loaded with the base address 0x1c300000 (seen in the proton log), so the actual address is 0x35069.
Disassembling ZFProxyWeb.dll shows that 0x35069 is inside the function Concurrency::details::SchedulerBase::Initialize.
Googling this function, I found that it's some sort of Microsoft runtime code, docs here https://docs.microsoft.com/en-us/cpp/parallel/concrt/reference/concurrency-namespace?view=vs-2019 and some code here https://github.com/rituraj0/Old-Codes/blob/master/SchedulerBase.cpp#L436
Based on the disassembly I am guessing it crashes here https://github.com/rituraj0/Old-Codes/blob/master/SchedulerBase.cpp#L489 , perhaps numaNodeNumber is out of bounds or m_numaInformation is incorrectly allocated. Wild guesses here!
Since the code touches upon the number of logical processors, which in my case is 64, and NUMA, I am guessing this might be a bit system specific. I'm using a 2990WX where NUMA is always enabled. Also I have 4 channel memory which could be problematic in this case. Just throwing out ideas.
I tried to disable SMT and thus get 32 threads instead (1 per core). The issue is still there unfortunately.
Please let me know if you need more logs or want me to test something.
Thanks!
Hello @kbeckmann, fixme:process:GetNumaHighestNodeNumber (0x32f0c8): semi-stub looks like a line of interest in your log.
Ah that makes sense! I wonder how much of these NUMA-APIs are stubbed and/or faked.
From the code link I posted above:
ULONG highestNodeNumber;
if (!GetNumaHighestNodeNumber(&highestNodeNumber))
{
throw scheduler_resource_allocation_error(HRESULT_FROM_WIN32(GetLastError()));
}
m_numaCount = highestNodeNumber + 1;
m_numaInformation = _concrt_new NumaInformation[m_numaCount];
...snip...
DWORD numaNodeNumber = pCurNode->GetNumaNode();
m_numaInformation[numaNodeNumber].m_nodeMask.Set(nodeId); // this (probably) crashes
Again, I am not 100% about the disassembly but it seems this could be it.
Other users seem to be able to play this game just fine on Linux through Proton, so I wonder why my machine behaves differently here - if the code is stubbed it shouldn't really be a difference right?
Play button in the Steam client is sufficient.12+ hours of play, game runs flawlessly. I have also ran this game on Intel Core2 Quad + GTX 670 with nvidia binary blob under Void Linux and the experience there is equally good!
@kbeckmann, can you check if adding taskset -c 0-15 %command% to the game's launch options works around the issue you encountered?
@kbeckmann, can you check if adding taskset -c 0-15 %command% to the game's launch options works around the issue you encountered?
Wow this actually works, well sort of. Had to change to taskset -c 0-7 %command%. Simple solution to a weird issue for sure. Thanks again for helping out, @kisak-valve.
I get black screen no matter I put thetaskset -c 0-7 %command% or with 0.15, the game simply shows blackscreen after the XD logo. I'm puting the log down here
steam-774171.log
Game won't launch on Arch Linux from Steam. Tried all Proton version, including proton-ge-custom.
Using wine-ge-custom it displays a black screen.
I managed to make it run on Garuda Linux from Steam but now it won't launch at all.
Also, how do you use this:
PROTON_USE_WINED3D=1 %command%
Do I just put in the launch options?
The game hitches heavily on the start screen and immediately afterwards in the main menu. Its visuals freeze as the music keeps playing, and occasionally they unhitch briefly before freezing up again, and they do this several times before finally accepting any user input.
Oddly enough, this issue gets way worse when I attempt to log this through Proton. The start screen hitches and never recovers, the mouse cursor remains the desktop cursor instead of the in-game cursor, and I ultimately have to force-quit the application through Steam. The resulting 1.5GB log compresses so poorly that I ultimately had to upload it to a third-party file host: https://files.catbox.moe/k1jhqe.gz . I do, however, have Unity player logs of the phenomenon with and without Proton logs activated.
Player_with_proton_log.log
Player_without_proton_log.log
Run the game with and without Proton logging enabled.
PROTON_USE_WINED3D=1x2 2022-09RADV_PERFTEST=llvmx1 2019-07PROTON_USE_WINED3Dx1 2019-07PROTON_USE_WINED3D=1`?x1 2019-07PROTON_USE_WINED3D=1 %command%x2 2022-09zfproxyweb.dllx1 2019-07
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System Information
I confirm:
Playbutton in the Steam client is sufficient.Issues
this game only requires
PROTON_USE_WINED3D=1 %command%and runs perfectly otherwise at a nice 1500+fps. sound latency is very low, probably equal or better than windowslogging in with google also worked fine