Hello @Oliver-1xok, just to check, was PROTON_LOG=1 %command% -dx11 what you tried to use in the game's launch options to generate a log? Environment variables have to come before the command that's being run.
Hello @Oliver-1xok, just to check, was
PROTON_LOG=1 %command% -dx11what you tried to use in the game's launch options to generate a log?
Of course not. :/
Thank you for the hint! Sorry, my mistake. The proton logs are generated without problems. I added them to the report and also recreated the output of the PS command.
(I also updated Steam Info again, because my Steam Client has been updated in the meantime.)
D3D11 GPU hangs should be fixed as of https://github.com/doitsujin/dxvk/commit/4aa6800e95b093f259123107190ca56dae24e3be.
Do note that the renderer seems to be quite buggy so there might be further issues.
can confirm with https://github.com/doitsujin/dxvk/commit/4aa6800e95b093f259123107190ca56dae24e3be
Rocket League runs without issues under D3D11, i played some rounds without any issues.
can confirm with doitsujin/dxvk@4aa6800
Rocket League runs without issues under D3D11, i played some rounds without any issues.
Just for clarity: You tested it with a self-compiled version of DXVK that contains https://github.com/doitsujin/dxvk/commit/4aa6800e95b093f259123107190ca56dae24e3be ?
And you also tested it with an Nvidia card?
(I haven't had time to test it yet.)
correct, but i didn't compile it myself :) Philip has his buildbot :)
https://git.froggi.es/doitsujin/dxvk/pipelines?scope=finished&page=1
I overwrote the 32bit and 64bit dll's in proton 5.0-2 (released some minutes ago) inside steam.
Yes i use Nvidia it is a GTX 1070.
Played again around 30 minutes without issues
correct, but i didn't compile it myself :) Philip has his buildbot :)
Ah, it's easier, of course. Thanks for the advice!
can confirm with doitsujin/dxvk@4aa6800
Rocket League runs without issues under D3D11, i played some rounds without any issues.
Can also confirm. I tested again with proton 5.0-2. With the release version of DXVK the game did not start. Then I used this build:
https://git.froggi.es/doitsujin/dxvk/pipelines/1068
I copied the libraries from "build/dxvk-release/x64" to "steamapps/common/Proton 5.0/dist/lib64/wine/dxvk".
Rocket League runs normally afterwards. It doesn't run as smooth as the D9 version due to the missing VSync in this experimental version. But this is another problem.
So I think Philip has fixed this problem.
Rocket League runs normally afterwards. It doesn't run as smooth as the D9 version due to the missing VSync in this experimental version
You can force vsync via dxvk.conf options, specifically dxgi.syncInterval = 1.
hm in proton were should this dxvk.conf file go? i created one in my steam folder, and in Steam at the run options i added DXVK_CONFIG_FILE=/home/mine/Games/Steam/dxvk.config but it seems to get ignored
The environment variable should work fine, best double-check whether both the path and content of the file are correct.
What is the default location for the dxvk.conf file?
What is the default location for the dxvk.conf file?
There is no default. Set the following launch option
DXVK_CONFIG_FILE=/your/dir/here/dxvk.conf %command%
Of course you have to replace /your/dir/here/ with the directory where your dxvk.conf is located.
You can download a commented dxvk.conf to your current directory with this command:
wget https://raw.githubusercontent.com/doitsujin/dxvk/master/dxvk.conf
You then simply adapt this conf to your needs. It works fine. Just tested it.
You can force vsync via dxvk.conf options, specifically
dxgi.syncInterval = 1.
I did not know the VSync option yet. Great option. The game becomes very smooth again. Works better than the VSync implementation by the Nvidia driver, which almost always results in micro stutterers.
The only thing I notice with dxgi.syncInterval = 1 are regular yellow spikes for single frames in the frame time graph during gameplay. The max frame time doubles from 17 ms to most 34 ms. However, I do not notice any disturbing stuttering. I don't really notice anything. I just see it in the graph.
Without VSync my GTX 970 reaches 120 to 180 fps in the DX11 client of Rocket League. 120 fps constant in any case. (With all graphic settings at maximum.)
This just for feedback.
Though the DX9 version seems to start up and work. Rocket League DX11 version has stopped working again. The logs are identical to the ones posted originally in the issue (at least to my untrained eye).
The log is generated with latest mesa-aco from Valveaur repo, but even with regular mesa 20.x the dx11 version of the game was not working
Works for me with the -dx11 flag
GPU: GTX 1050 Ti
Driver/LLVM version: nvidia 435.21
Kernel version: 5.3.0-42
Proton version: 5.0-5
Don't forget to force the use of steam play because Psyonix is no longer supporting the game on linux
After further testing, It seems that the Rocket League DX11 version does indeed start, but it does so after stalling at the startup logo for a good while (full 2 minutes as per my stopwatch). In the meanwhile the menu music is playing in the background even though the game is still showing the Psyonix start up logo. After two minutes when it finally reaches the menu, the "Press any button" starts blinking rapidly as if catching up to the amount of blinks it missed due to the delay. After a while it too settles down into the normal rhythm.
Something strange is going on, I must admit.
For completion's sake, I am attaching another log, after entering the game and closing it.
EDIT: For some reason (probably an update at my end), the game is now starting up properly.
AMD user here, I'm getting stutters after a few games, growing worse and worse.
Restarting rocket league doesn't seem to have any effect, but restarting my pc does. This to me feels like some form of memory leak or something like that? Haven't tested if e.g. restarting steam works too, I'll try working out what the exact "refresh" trigger is in the following days (takes a few games (or X time?) for the stutters to get noticably bad).
I haven't experienced this issue with Monster Hunter World, the only other game I've really played on my new machine, so I'm guessing it has something to do with rocket league, but not very sure.
I'm not running anything else apart from discord as this is a fresh install of ubuntu 20.04
Proton: tried with both 5.0-6 and 5.6-GE-2
CPU: AMD Ryzen 7 3700X
GPU: AMD Radeon RX 5700
other system details here: https://gist.github.com/JoranDox/ccc321a93a5f7105f698a9eaccd29e59
protonlog: steam-252950.log
Seeing a similar issue here as well.
CPU: AMD Ryzen 5 3600X
GPU: NVIDIA GeForce RTX 2070 Super
Proton Version: 5.0.9
Kernel: 5.6.19-2-MANJARO
Drivers: nvidia 440.100
I'm able to get Rocket League to launch to a black screen and then it quits.
#To enable these settings, name this file "user_settings.py".
#Settings here will take effect for all games run in this Proton version.
user_settings = {
#Logs are saved to $HOME/steam-<STEAM_GAME_ID>.log, overwriting any previous log with that name.
#Wine debug logging
"WINEDEBUG": "+timestamp,+pid,+tid,+seh,+debugstr,+loaddll,+mscoree",
#DXVK debug logging
"DXVK_LOG_LEVEL": "info",
#vkd3d debug logging
"VKD3D_DEBUG": "warn",
#wine-mono debug logging (Wine's .NET replacement)
"WINE_MONO_TRACE": "E:System.NotImplementedException",
#"MONO_LOG_LEVEL": "info",
"PROTON_LOG": "1",
#Enable DXVK's HUD
# "DXVK_HUD": "devinfo,fps",
#Use OpenGL-based wined3d for d3d11, d3d10, and d3d9 instead of Vulkan-based DXVK
"PROTON_USE_WINED3D": "1",
#Disable d3d11 entirely
# "PROTON_NO_D3D11": "1",
#Disable eventfd-based in-process synchronization primitives
# "PROTON_NO_ESYNC": "1",
#Disable futex-based in-process synchronization primitives
# "PROTON_NO_FSYNC": "1",
}
The only error I see in my steam-252950.log is this:
245.965:00c8:00cc:err:winediag:SECUR32_initNTLMSP ntlm_auth was not found or is outdated. Make sure that ntlm_auth >= 3.0.25 is in your path. Usually, you can find it in the winbind package of your distribution
Edit
Was able to get rid of the ntlm_auth issue but still the same result where I get to a black screen and then the game crashes
Rocket League not launching
Issue transferred from https://github.com/ValveSoftware/Proton/issues/4257.
@Owez posted on 2020-10-12T16:48:25:
vulkaninfo)Proton 5.0-9I have tried to launch the game but it doesn't show anything and fails after ~5 seconds of a "cancel x" or "stop x" button. I have tried reinstalling steam and wiping all .steam/ along with reinstalling the game from my ext-4 partitioned external drive to root ssd (even though that shouldn't be a problem). Can't seem to get it to work apart, using the PROTON_USE_WINED3D=1 or leaving it out of the launch options.
Not sure how to reproduce, I can only find some errors regarding cryptic memory addresses and pid swaps once it crashes (which I assume is steam handling pid control, not the game). This started a week ago and it may be an issue with updated graphics drivers but a lot has been changed apart from a upgrade updating drivers near the time for my RX580. Running on linux mint 20, all stock with only steam and programming tools installed (e.g. vscode which shouldn't affect in any way).
Hello @Owez, something's abnormal about your video drivers and : CommandLine Error: Option 'help-list' registered more than once! LLVM ERROR: inconsistency in registered CommandLine options in the log supports that impression. In particular, the extended diagnostic information says that you have mesa 20.1.5 / llvm 10.0.1 when testing OpenGL, and mesa 20.0.8 / llvm 10.0.0 for Vulkan. This version mismatch is unusual and I wouldn't be surprised if it's the root of the issue you're seeing.
Appreciate the response @kisak-valve , will try to fix the mismatch: does seem like that's the issue in retrospect.
This game used to play pretty well until Proton 5.13. Now when trying to start it'll consume all available memory pretty fast (16GB) leading to OOM. Seems like a leak.
Sorry, my bad, false alarm. The game is running fine. After upgrading Proton to 5.13 I forgot to force this game to launch with Proton, so it was launching with its native linux version, it's this version that doesn't work, it's running fine on Proton 5.13.
After latest recent game update, steam update, and proton update (so I ignore which update is the cause), the game or steam client is crashing when starting, both game and steam closes. This is the log.

I'm having this error when trying to launch the game
Hello @Zuchter, Binaries/Linux/RocketLeague was the name of the native linux binary. If you want to test the game with Proton, go to the per-game properties and enable Proton in the Steam Play section.
Hello @Zuchter,
Binaries/Linux/RocketLeaguewas the name of the native linux binary. If you want to test the game with Proton, go to the per-game properties and enable Proton in the Steam Play section.
I will try what you said but I found something else, I went into the game files and there was nothing there. The Rocket League folder was literally 8KiB. Seems like steam doesn't even download the game

edit: Nevermind, after trying what you said it started downloading the full game now. Thank you
as @kisak-valve said, click settings icon of game, then properties

Then, check option For the use ... and select Proton

I am using a dual-monitor setup. When launching Rocket League, when set to borderless or fullscreen, it will now choose my secondary monitor instead of my main one. Before Proton 5.13, it shows on my main monitor (which is a high-refresh rate monitor) correctly. I assume this has something to do with it now being in an isolated container...
I would like to note that this does NOT happen with all games! For instance, the game Ascent fullscreens on my main monitor correctly, regardless of Proton version.
After updating to Ubuntu 20.04, I am not longer able to launch Rocket League using Proton 5.13-2. I've tried all other available Proton versions from the Steam Play menu, with same results.
When I launch the game, a black window appears with the title "Rocket League, DX11, Cooked", and after 10-15 seconds, a cursor appears and the menu music starts playing. Still with a black screen.
The only way I've managed to launch the game is with the PROTON_USE_WINE3D=1 flag, but this results in terrible performance (5 fps, so unplayable)
Attached is the proton log generated:
steam-252950.log
Any suggestions? Thank you in advance!
EDIT: SOLVED
Downgrading and using Proton 5.0-10 appears to solve the issue. Unclear why.
Let me know if someone wants to investigate further, I can upload additional logs.
Leaving original description for reference.
Any suggestions? Thank you in advance!
Still running fine on ArchLinux after Proton 5.13-2
After updating to Ubuntu 20.04
Get rid of it (like I did myself many years back), it's inferior.
Rocket League crash on discrete graphics
Issue transferred from https://github.com/ValveSoftware/Proton/issues/4465.
@nuno1212s posted on 2020-12-13T00:28:13:
The game starts and runs when running the hybrid graphics mode however it starts using the integrated graphics card. When I boot linux in discrete graphics mode, the game opens a black window followed by a black screen and then crashes a few seconds later, without any output to the display.
Boot PC in NVidia graphics mode, try to open game, game closes.
Hello @nuno1212s, I'm not that familiar with AMD+nVidia systems like yours, but you might be seeing something similar to https://github.com/ValveSoftware/steam-runtime/issues/312 and if that's the case, then it might be worthwhile to test temporarily disabling mesa/radv with something like sudo mv /usr/share/vulkan/icd.d/radeon_icd.x86_64.json /usr/share/vulkan/icd.d/radeon_icd.x86_64.json.disabled and see if that has an effect.
Hello @nuno1212s, I'm not that familiar with AMD+nVidia systems like yours, but you might be seeing something similar to ValveSoftware/steam-runtime#312 and if that's the case, then it might be worthwhile to test temporarily disabling mesa/radv with something like
sudo mv /usr/share/vulkan/icd.d/radeon_icd.x86_64.json /usr/share/vulkan/icd.d/radeon_icd.x86_64.json.disabledand see if that has an effect.
This fixed my issue. Does this config have effect on the whole system or just how proton runs games? If it's system wide, do you have any idea if it will get reverted if I change back to hybrid graphics?
Yes, it's a system-wide change and renaming it back to radeon_icd.x86_64.json or getting any update to the mesa-vulkan-drivers package will re-enable mesa/radv.
I'm not sure how to debug this, but since recently the game doesn't react to controller input; Keyboard still works fine.
This is happening with proton-experimental
BUG: no vibration in rocket league (dualsense controller)
Issue transferred from https://github.com/ValveSoftware/Proton/issues/5575.
@Etaash-mathamsetty posted on 2022-02-16T01:51:25:
I am using proton experimental using heroic games launcher, and there's no vibration when I am playing in rocket league.
(vibration is enabled and at max strength)
still broken with latest update, works when the game uses xbox buttons though (proton experimental)
when wired proton uses the Xbox controller scheme (vibration works!)
on Bluetooth proton uses the PlayStation controller scheme (vibration no work)
tried a different game and vibration dosen't work on bluetooth either
am using heroic games launcher if that makes a difference
After recent (a few weeks ago) voice chat update the game has the issue that you can't hear how other players talk unless you change audio device once per game:
when they added the voice chat function, I sometimes lose the audio and have to switch input and output settings around to make it work again, temporarily. It can be finicky, and other times I have had no issues.
In game Voice call -- Every new match that starts, all sound works except I cannot hear anyone in the voice call. At the start of each match, I have to change the voice call output device to either 'default' and 'The_Name_of_The_Device' (Only set it once for the match. If it is currently on default then change to the name and vice versa.)
Guess it's Linux / Proton specific issue.
dualsense controller support is still broken, it's actually kinda sad that stock wine is better at gaming lmao (they patched it in wine 7.3)
Had a problem with the last couple of updates to Proton Experimental where nameplates weren't showing, or would be blank, or some would be the colour of the opposite team, which all make it very tricky to play.
With 7.0-3 it's working as expected.
Hello @ryliejamesthomas, please copy your system information from Steam (Steam -> Help -> System Information) and put it in a gist, then include a link to the gist in this issue report.
Rocket League (252950)
Issue transferred from https://github.com/ValveSoftware/Proton/issues/6001.
@tatsujb posted on 2022-07-16T09:55:27:
player Nameplates don't appear since the 12th of July 2022

as you can see neither my teamates nor myself have a nameplate and that makes players hard to see.
@tatsujb commented on 2022-07-16T09:58:10:
and yeah with Proton version 7.0 the nameplates are back :

Hello @ryliejamesthomas, please copy your system information from Steam (
Steam->Help->System Information) and put it in a gist, then include a link to the gist in this issue report.
Sorry about that. Here's my system info: https://gist.github.com/ryliejamesthomas/109d136add6de5cb99e9cc140d4c51d9
Rocket League mouse wheel inconsistent scroll beahviour
Issue transferred from https://github.com/ValveSoftware/Proton/issues/6007.
@Hackeitos posted on 2022-07-17T11:25:35:
Mouse wheel scroll behaviour seems inconsistent. Sometimes it works correctly, but sometimes input gets registered twice and sometimes it doesn't at all.
@tatsujb
Symptoms
player Nameplates don't appear since the 12th of July 2022
as you can see neither my teamates nor myself have a nameplate and that makes players hard to see.
I did some digging and this was a dxvk regression and should already be fixed in experimental-bleeding-edge (and thus in the next experimental update). Please let me know if the next experimental release does not fix this, ty :)
Anyone else still unable to use Anti-Aliasing in game? Any workarounds found?
Anyone else still unable to use Anti-Aliasing in game? Any workarounds found?
I noticed this too, the anti-aliasing dosen't seem to do anything. I would probably make a issue on the dxvk github about it though.
Can you post a screenshot of what it looks like vs what it's supposed to look like on Windows?
Game launches but doesn't display game window (252950)
Issue transferred from https://github.com/ValveSoftware/Proton/issues/6194.
@Ahptt posted on 2022-09-28T15:52:14:
I have seen this post which mentions downgrading from the glibc 2.36 > 2.35, but I'm not looking to downgrade my packages, as it has been months since I've updated, and I have other packages on my system such as obs-studio that requires the glibc 2.36 package. (Along with this, Rocket League is not an EAC game) https://github.com/ValveSoftware/Proton/issues/6051
Steam shows that the game is running, but no window is displayed with the game.
Also seeing the https://github.com/ValveSoftware/Proton/issues/3521#issuecomment-1143119319 voice chat issues.
Regular audio works fine though. (Using pipewire)
It seems some XAudio2 device is exiting very early on:
[0011.06] Exit: XAudio2 Device shut down.
Below kinds of errors seem to show up for each match.
[0494.67] EOSVoice: Received full credentials from the server.
[0494.67] EOSVoice: Joining room 46190D3611EE65218B3F669003816124-0
[0494.68] PsyNet: PsyNetServiceProvider_X_1 ExecuteService Complete, Service=VoiceChat/MatchToken
[0495.47] EOSVoice: SetPlayerMuteStatus for player [redacted] in room 46190D3611EE65218B3F669003816124-0 to False
[0495.49] Error: EOSSDK-LogAudioMixer: XAudio2 Error: Result -> 0x800401F0: UNKNOWN (line: 436)
[0495.49] DevOnline: EOSSDK-LogEOSRTC: RTCRoom [46190D3611EE65218B3F669003816124-0 bf1...37b] QueryOutputDevices failed 2147483647
[0495.49] DevOnline: EOSSDK-LogEOSRTC: RTCRoom [46190D3611EE65218B3F669003816124-0 bf1...37b] The specific output device id '{0.0.0.00000000}.{FD47D9CC-4218-4135-9CE2-0C195C87405B}' has not been found. The default device index '-1' will be used instead of it
[0495.49] Error: EOSSDK-LogAudioMixer: XAudio2 Error: Result -> 0x800401F0: UNKNOWN (line: 850)
[0495.49] Error: EOSSDK-LogEOSRTC: RTCRoom [46190D3611EE65218B3F669003816124-0 bf1...37b] unable to get output device information by index[-1]. 0xa
[0495.49] DevOnline: EOSSDK-LogEOSRTC: LibRTCCore: LibRtc::FStatisticsService::GetConferenceStats. Collecting statistics is already in progress
...
[0499.43] Error: EOSSDK-LogEOSRTC: RTCRoom [46190D3611EE65218B3F669003816124-0 bf1...37b] MercuryOutputStream_Create unable to start with those channels and sample rate
[0499.43] Error: EOSSDK-LogEOSRTC: RTCRoom [46190D3611EE65218B3F669003816124-0 bf1...37b] StartRendering failed
XAudio2 Error: Result -> 0x800401F0 mapping to CO_E_NOTINITIALIZED, the device not being initialized would make sense if it exited early on.
Finally when actually quitting the game, log entries are prefixed "exit"
[0040.32] Exit: Preparing to exit.
[0040.41] Exit: Game engine shut down
[0040.45] Exit: Windows client shut down
[0040.46] Exit: AK Audio shut down.
[0045.25] Exit: Object subsystem successfully closed.
[0046.89] Exit: Exiting.
[0046.89] Log: Log file closed, 07/10/2023 18:11:27
So it would seem this super early XAudio2 exit is unexpected.
Taking a closer look at the EOSSDK, it seems to use some version of the Google WebRTC implementation: https://webrtc.googlesource.com/ which I don't think mentions xaudio. However the SDK clearly does.
https://dev.epicgames.com/docs/game-services/voice#implementing-the-voice-interface-on-windows
Specifically xaudio2_9. Which matches up with the proton logs I got.
Some other debugging info... Game logs are in:
compatdata/252950/pfx/drive_c/users/steamuser/My Documents/My Games/Rocket League/TAGame/Logs/Launch.log
You can get those same logs in your proton log with: warn+seh in WINEDEBUG.
Some ole error confirms the XAudio2 CO_E_NOTINITIALIZED error.
1868.222:0140:err:ole:com_get_class_object apartment not initialised
1868.222:0140:warn:seh:OutputDebugStringA "[0210.01] Error: EOSSDK-LogAudioMixer: XAudio2 Error: Result -> 0x800401F0: UNKNOWN (line: 436)\r\n"
1868.222:0140:warn:seh:dispatch_exception "[0210.01] Error: EOSSDK-LogAudioMixer: XAudio2 Error: Result -> 0x800401F0: UNKNOWN (line: 436)\r\n"
1868.222:0140:warn:seh:OutputDebugStringA "[0210.01] DevOnline: EOSSDK-LogEOSRTC: RTCRoom [D260D4D211EE65C53CDC2C854F78CFAD-0 bf1...37b] QueryOutputDevices failed 2147483647\r\n"
1868.222:0140:warn:seh:dispatch_exception "[0210.01] DevOnline: EOSSDK-LogEOSRTC: RTCRoom [D260D4D211EE65C53CDC2C854F78CFAD-0 bf1...37b] QueryOutputDevices failed 2147483647\r\n"
1868.222:0140:warn:seh:OutputDebugStringA "[0210.01] DevOnline: EOSSDK-LogEOSRTC: RTCRoom [D260D4D211EE65C53CDC2C854F78CFAD-0 bf1...37b] The specific output device id '{0.0.0.00000000}.{FD47D9CC-4218-4135-9CE2-0C195C87405B}' has not been found. The default device index '-1' will be used instead of it\r\n"
1868.222:0140:warn:seh:dispatch_exception "[0210.01] DevOnline: EOSSDK-LogEOSRTC: RTCRoom [D260D4D211EE65C53CDC2C854F78CFAD-0 bf1...37b] The specific output device id '{0.0.0.00000000}.{FD47D9CC-4218-4135-9CE2-0C195C87405B}' has not been found. The default device index '-1' will be used instead of it\r\n"
1868.223:0140:err:ole:com_get_class_object apartment not initialised
1868.223:0140:warn:seh:OutputDebugStringA "[0210.01] Error: EOSSDK-LogAudioMixer: XAudio2 Error: Result -> 0x800401F0: UNKNOWN (line: 850)\r\n"
1868.223:0140:warn:seh:dispatch_exception "[0210.01] Error: EOSSDK-LogAudioMixer: XAudio2 Error: Result -> 0x800401F0: UNKNOWN (line: 850)\r\n"
1868.223:0140:warn:seh:OutputDebugStringA "[0210.01] Error: EOSSDK-LogEOSRTC: RTCRoom [D260D4D211EE65C53CDC2C854F78CFAD-0 bf1...37b] unable to get output device information by index[-1]. 0xa\r\n"
1868.223:0140:warn:seh:dispatch_exception "[0210.01] Error: EOSSDK-LogEOSRTC: RTCRoom [D260D4D211EE65C53CDC2C854F78CFAD-0 bf1...37b] unable to get output device information by index[-1]. 0xa\r\n"
When changing audio device during the match it indeed resolves the issue. Though I couldn't find any noteworthy logs by the game to confirm the switch. Just the absence of errors and some logs about SaveData. Which I assume has to do with persisting the settings change.
On successfully switching device, first mmdevapi gets hammered to enumerate devices, xaudio2 gives one warning: warn:xaudio2:xaudio2_initialize Processor affinity not implemented in FAudio and then a giant wall of xaudio2 traces for all the buffers processed.
Final log settings I ended up running were:
PROTON_LOG=1 WINEDEBUG="+timestamp,warn+seh,warn+mmdevapi,warn+pulse,+loaddll,warn+xaudio2,warn+ole" %command%
:shrug: that's about where I run out of expertise, hope this helps anyone with more wine experience debug.
All I have right now is a suspicion that:
Why this fails, I'm not sure. Perhaps the xaudio2 dll drops a reference to mmdev too soon. Perhaps the game is bugged. Perhaps trying to use your "SaveData" audio settings is non-deterministic and fails to grab that particular device or fallback. Maybe the XAudio2 that "exits" 11 seconds after starting the game is the handle it tries to use to init on join? :shrug:
However fortunately it should be easy to reproduce. This XAudio2 Error: Result -> 0x800401F0 can be observed 100% of the time when joining any match, regardless of other players talking or even joining the voice channel.
As a note for those playing the Steam edition of Rocket League in 2024, I've only had a flawless time running it in Proton Experimental or the latest GE-Proton build. This is likely due to attempts by EGS to kick Linux users off online.
Multiple Controllers Detected In Rocket League
Issue transferred from https://github.com/ValveSoftware/Proton/issues/7752.
@Dex0112 posted on 2024-05-20T18:24:00:
I've reproduced this with:
Proton Experimental
Proton 9.0-1
Proton 8.0-5
When my controller gets disconnect, for any amount of time, and reconnected in Rocket League it pops up "press options to join". There is not another controller connected so this shouldn't be appearing. I've tested this with Windows and the native linux build (It is outdated and no longer supported) and in both this issue doesn't occur. The only way to fix this issue is to entirely close the game and relaunch.
In this it is explained that this is typically caused by software that is used to handle controller input. I don't have any software like this on my system as I am on a brand new Arch Install.
Replying to https://github.com/ValveSoftware/Proton/issues/3521#issuecomment-2121045115
Same issue here
Using the newly released Proton 10 (as well as ProtonGE 10.3), Rocket League freezes in fullscreen mode
Hello @ahmouse15, please add PROTON_LOG=1 %command% to the game's launch options and attach the generated $HOME/steam-$APPID.log to this issue report as a file. (Proton logs compress well if needed.) Also, can you check if the game behaves better with an older Proton version and copy the contents of Steam Runtime Diagnostics from Steam (Steam -> Help -> Steam Runtime Diagnostics), put it in a gist, then include a link to the gist in this issue report.
Correction: It only freezes when switching windowing modes, so if it's already in fullscreen mode while starting, it still runs. Also while in fullscreen, the mouse is offset so I have to click ~100 pixels lower than where the buttons are (I experienced this in another game as well). In borderless mode, there is no option to choose my full monitor resolution, so I am stuck on a lower resolution (2048x1152 instead of 2560x1440).
In all three windowing modes (fullscreen, borderless, windowed), the game appears blurry compared to running with Proton 9 or on Windows.
Here's the log: steam-252950.log
And the gist: Steam Runtime Diagnostics
@ahmouse15 Thank you for the details! As an additional point of clarification - could you please also give the output of "xrandr --listmonitors" on your system? This bug seems like it might be quite hardware specific as well :)
@alasky17
ahmouse@excelsior ~ $ xrandr --listmonitors
Monitors: 1
0: +*DP-3 2560/597x1440/336+0+0 DP-3
To clarify, I don't experience any of these issues with Proton 9
I am unable to make this game works, not sure if issue is at my side can someone help here a bit to figure out?
Launch Options:
PROTON_LOG=1 mangohud --dlsym gamemoderun %command%
but tried with PROTON_LOG=1 %command% with the same fate.
Proton Logs:
[...]
1558787.333:0120:0124:trace:loaddll:build_module Loaded L"C:\\windows\\system32\\wineopenxr.dll" at 00007F6B940C0000: builtin
warn: OpenXR: Unable to get required Vulkan instance extensions size
info: Enabled instance extensions:
info: VK_EXT_surface_maintenance1
info: VK_KHR_get_surface_capabilities2
info: VK_KHR_surface
info: VK_KHR_win32_surface
wine client error:124: write: Invalid argument
@nolddor Hi there. How does it behave with regular Proton? We don't support GE-Proton.
Hey @Blisto91, indeed problem is reproducible in the same way with regular Proton, see below:
Steam Runtime Diagnostics:
Compatibility Tool:
Proton 9.0-4
Launch Options:
PROTON_LOG=1 %command%
Proton Logs:
[...]
1594204.606:0128:012c:trace:loaddll:build_module Loaded L"C:\\windows\\system32\\wineopenxr.dll" at 00007FA11A220000: builtin
warn: OpenXR: Unable to get required Vulkan instance extensions size
info: Enabled instance extensions:
info: VK_EXT_surface_maintenance1
info: VK_KHR_get_surface_capabilities2
info: VK_KHR_surface
info: VK_KHR_win32_surface
wine client error:12c: write: Invalid argument
Actual Behaviour:
Game refuse to start.
Known workaround:
Using PROTON_USE_WINED3D=1 make the game to start.
did you see something wrong at my logs?
Low GPU usage in Rocket League on proton 10/experimental vs Proton 9 Stable
Issue transferred from https://github.com/ValveSoftware/Proton/issues/8815.
@tyrohellion posted on 2025-06-14T04:41:10:
Hardware:
Ryzen 7 7800X3D
RX 7800XT
32GB DDR5
2TB WD Black NVME SSD
Software Versions:
Kernels tested: 6.15.2-2-cachyos, 6.15 and 6.14 normal linux kernel
Mesa version: Mesa 25.1.3-cachyos1.4 (Mesa 25.1.3 normal also tested)
Vulkan API version= 1.4.311
Driver name: RADV
Distros tested with the same result:
Fedora, Nobara, CachyOS, and Vanilla Arch linux
Summary of issue:
On the exact same setup and hardware if I launch Rocket League with proton version 9.0-4 the game runs perfectly with GPU usage hovering around 85-98% with around 770-1000 FPS in freeplay.
Now if I exit the game and launch it with any newer version of proton (proton experimental or proton 10.0-1 beta) GPU usage almost never goes above 70%. Almost the same behavior as a frame limiter. As a result the FPS output is around 480-600 FPS.
Things to note
-The result is the exact same in wayland and X11 sessions. Also the same when running with the native wine wayland driver.
-I've also tried clearing shader cache before running newer versions of proton
-Same behavior with steam game recording on and off
-Same behavior with game-performance/gamemode on and off
@tyrohellion commented on 2025-06-14T04:42:54:
I've heard others have experienced the same problems with other games, but haven't experienced it first hand
@alasky17 In case you're interested, ProtonGE provided a fix for the mouse offset issue, what is seemingly caused by fractional scaling.
Hello @ahmouse15, pointing to general release notes of a third party build of Proton isn't particularly useful for troubleshooting. A more valuable detail here would be if Proton Experimental changes the behavior of the quirk you're seeing, otherwise, please try to find a specific commit in the third party build that had an effect.
Replying to https://github.com/ValveSoftware/Proton/issues/3521#issuecomment-2121045115
Same issue - if I press options to join, sometimes one, two or even three cars join the lobby. The controller then controls all cars simultaneously, its input is duplicated or even quadrupled. It's quite annoying, since that 'options' to join can't be remapped, just like opening the menu. Also stops queue etc.
Is there anything I can try to help you reproduce this issue?
I'm using a PS5 dualsense controller on Steam, without Steam Input.
@CaptaiNiveau does the issue happen on offline play, do you have to be at some specific screens for the issue to be able to manifest? Does the issue also happen with steam input enabled? In what proton versions have you seen the issue?
@nolddor Do you still have issues launching the game? If so, does the game crash on proton 8 as well?
@simifor unable to try until end Sept on holidays with no access to PC ;(
Last time I tried issue was there, no idea with proton 8
@tyrohellion if you switch over to proton experimental bleeding-edge the performance should be better compared to proton 10 and normal experimental.
@nolddor that's fine
Rocket League (252950)
Issue transferred from https://github.com/ValveSoftware/Proton/issues/9121.
@takardo posted on 2025-10-21T13:26:16:
Click play on Rocket League and then it says "launching" but stops and the green play button comes back. It never actually starts. It starts in ge-proton10-10 and the issue page said to report here.
@takardo the game works on my end.
I'm guessing that by "I couldn't get this to work" you mean the proton log, can you share the launch parameter you have for the game? Also, try running steam from your terminal, and check what logs it gives you when trying to launch rocket league (these aren't equivalent to the proton log but better than nothing)
@simifor Yeah, I feel silly for this. Sorry. After I made the issue I realized I needed to right click the game and set the proton version there as I was doing it in the global steam setting. Can delete my issue or disregard. sorry about this and thank you.
Another fun thing I found: When I press Alt+F4 in rocket league, steam will indefinitely show the game as "running" and I can then click "stop" in my library to close it, even though no windows are visible.
Another fun thing I found: When I press Alt+F4 in rocket league, steam will indefinitely show the game as "running" and I can then click "stop" in my library to close it, even though no windows are visible.
Are you sure you don't have anything else running in the prefix (e.g. BakkesMod)?
Proton logs:
steam-252950.log
Rocket League logs:
Launch.log
When launching rocket league it was not able to connect to Epic Online Services, see images below.
| 1 | 2 |
|---|---|
For search purposes:
You are not connected to Epic Online Services. Would you like to reconnect?
Having problems communicating with Epic Online Services. Please try again in a few minutes. (Error: 0)
The game worked just fine in offline mode, but I needed online mode to work.
I spent a couple days trying to make sense of this, synchronizing time, disabling firewalls, changing DNS, using VPN, etc etc to no avail.
In the attached logs there are some hints of what's happening, namely:
(Launch.log)
[0012.35] DevOnline: EOSSDK-LogEOSAuth: FAccountPortalBrowserManager::Init: Failed to register overlay: EOS_NotConfigured
...
[0020.80] DevOnline: EOSSDK-LogEOS: Error response received from backend. ServiceName=[OAuth], OperationName=[TokenGrantv2], Url=[<Redacted>], HttpStatus=[400], ErrorCode=[errors.com.epicgames.oauth.corrective_action_required], NumericErrorCode=[18206], ErrorMessage=[Corrective action is required to continue.], CorrId=[EOS-<Redacted>]
[0020.83] DevOnline: EOSSDK-LogEOSAuth: UserAuthGenerated: Account Portal overlay failed to load for corrective action; falling back to browser based flow
[0020.98] DevOnline: EOSSDK-LogEOSAuth: UserAuthGenerated: Account Portal overlay failed to load for device auth continuation; falling back to browser based flow
...
[0021.71] DevOnline: EOSSDK-LogEOS: Error response received from backend. ServiceName=[OAuth], OperationName=[TokenGrantv2], Url=[<Redacted>], HttpStatus=[400], ErrorCode=[errors.com.epicgames.account.oauth.authorization_pending], NumericErrorCode=[1012], ErrorMessage=[The authorization server request is still pending as the end user has yet to visit and enter the verification code.], CorrId=[EOS-<Redacted>]
...
[0049.38] AuthEpicVerbose: Login failed for player '0' with error 'OSCS_NotConnected'
[0049.38] GFxEpicLogin: HandleLoginError Error: EOSFailedToConnect EOSFailedToConnect
[0049.38] AuthEpicCritical: Lost Epic connection during login
Clearly it was trying to open my browser, some online searches suggest it was to agree to a EULA, but it definitely never opened my browser. xdg-open https://example.com works fine for me so I assume something is wrong with how Rocket League is trying to open my browser.
The only workaround I could think of was to install Rocket League on a Windows computer and try to accept the EULA there, and sure enough, as soon as I opened Rocket League on my Windows laptop, it immediately tabbed down and sent me to my browser to sign some EULA thing for EU citizens. After accepting that EULA on Windows, the error went away on Linux.
This feels like it will be hard to reproduce. But it goes something like:
Now I won't be able to reproduce it any more on this account, but I did try with another account which also had the same problem so I will be able to help debugging if needed.
Really not sure where this bug is supposed to be logged, but it works on Windows with my account, and I can't seem to figure out anything wrong with my machine or network, so it feels like something is wrong with Proton, let me know if that is a flawed assumption.
New EAC update landed and it seems for non English locale systems it doesnt load EAC unless you force English locale.
EAC launcher log with my default locale:
[22:15:31:064] [Windows] [EAC Bootstrapper] [Info] System locale: 'tr_TR'.
[22:15:31:065] [Windows] [EAC Bootstrapper] [Info] Localization file loaded, using 'tr_tr'.
[22:15:31:066] [Windows] [EAC Bootstrapper] [Err!] Could not locate font file: 'C:\windows\Fonts\Segoeui.ttf' on disk, falling back to en_us.
[22:15:31:066] [Windows] [EAC Bootstrapper] [Err!] Failed in loading font from file: 'C:\windows\Fonts\Segoeui.ttf'.
[22:15:31:066] [Windows] [EAC Bootstrapper] [Err!] Failed to load the Easy Anti-Cheat Game Launcher's assets.
[22:15:31:066] [Windows] [EAC Bootstrapper] [Info] Localization file loaded, using 'en_us'.
[22:15:31:066] [Windows] [EAC Bootstrapper] [Err!] Failed to load the embedded resources.
With LANG=en_US.UTF-8 environment variable:
[22:19:02:015] [Windows] [EAC Bootstrapper] [Info] System locale: 'en_US'.
[22:19:02:015] [Windows] [EAC Bootstrapper] [Info] Localization file loaded, using 'en_us'.
[22:19:02:038] [Windows] [EAC Bootstrapper] [Info] Embedded resources successfully loaded.
[22:19:02:039] [Windows] [EAC Bootstrapper] [Info] Will use the icon extracted from the game executable.
[22:19:02:050] [Windows] [EAC Bootstrapper] [Info] System name: 'linux64'.
[22:19:02:050] [Windows] [EAC Bootstrapper] [Info] Loader initializing with bootstrapper version 1.9.3, architecture: x86-64.
[22:19:02:051] [Windows] [EAC Bootstrapper] [Info] Loader component initialized.
Replying to https://github.com/ValveSoftware/Proton/issues/3521#issuecomment-4339514395
For now you can edit tr_tr.cfg and remove all mention of segoeui font
proton experimentalx11 2025-10ge-proton10-10x1 2025-10ge-proton10-4x1 2025-06proton 10.0-1x1 2025-06proton 9.0-4x1 2025-06proton 8.0-5x1 2024-05proton 9.0-1x1 2024-05proton 7.0-3x1 2022-07proton 5.13-2x2 2020-12proton 5.0-10x1 2020-12proton 5.13x2 2020-11proton 5.0-9x1 2020-10proton 5.0-2x2 2020-02proton 5.0x1 2020-02PROTON_LOG=1x7 2025-06PROTON_USE_WINED3D=1`x2 2025-06WINEDEBUGx2 2023-10WINEDEBUG="+timestamp,warn+seh,warn+mmdevapi,warn+pulse,+loaddll,warn+xaudio2,warn+ole"x1 2023-10PROTON_USE_WINE3D=1x1 2020-12DXVK_HUDx1 2020-08DXVK_LOG_LEVELx1 2020-08PROTON_LOGx1 2020-08PROTON_NO_D3D11x1 2020-08PROTON_NO_ESYNCx1 2020-08PROTON_NO_FSYNCx1 2020-08PROTON_USE_WINED3Dx1 2020-08VKD3D_DEBUGx1 2020-08WINE_MONO_TRACEx1 2020-08DXVK_CONFIG_FILE=/your/dir/here/dxvk.confx1 2020-02wineopenxr.dllx2 2025-060x800401f0x2 2023-10
Compatibility Report
System Information
https://gist.github.com/Oliver-1xok/1faf131563237060edc339a413646150
LOGS
Here are the Proton logs from my system:
steam-252950.log
Here is an output of the PS command for the corresponding processes which are created in the system:
ps.log
Symptoms
When I start the experimental DX11 client from Rocket League the game does not work.
You can start this client with the launch option "-dx11". A window appears with the title: "Rocket League (64-bit, DX11, Cooked)".
The window does not disappear and is not updated after a while. No window with the game appears.
The 32-bit DX9 client of the game runs on my system without major problems and the game starts after a short time. The experimental DX11 client no longer does this.
Reproduction
https://steamcommunity.com/app/252950/discussions/0/1738889518180525789/