I would like to point out that the game completely fails to load for me. Would you mind writing a detailed explanation of the steps you took to make it run? I've tried quite a bit already.
Edit: This is both annoying and embarrassing. It just works now. Well, its a bit wonky, but it loaded. I have no idea why.
edit2: However, out of the box at least, I have some very noticeable graphical glitches. Invisible stuff and white backgrounds around things like loot on the ground, names, and menus. IN all three graphical modes, though OpenGL isn't as bad.
Can you post a Proton log of your playsession as well? It looks very much like esync issues Helsing II was reported for, but it's hard to tell without the log.
@diraven Sure. As mentioned, this was on my back burner. I don't think the crashing in 3.733 was related to esync, since I tried disabling it, but I can try a couple of different things. For this game I'll need to put up three different logs. I'll post them all in a short bit.
For the sake of completion, I'm listing all logs for the tests even though setting noesync fixed all remaining issues.
system: https://gist.github.com/nstgc/02457d7920931a3f8d69cc7b9fa41a2c
logs: https://gist.github.com/nstgc/84a805cb6ee36c956826823c4692e031
Symptoms in order:
I'd like to point out that the CSMT implimentation in CrossOver (which is where I've played this before) does not suffer from this problem. I also can't get the controller to work in it, so hey! (it crashes if I force the use of custom xinput dlls).
Hello @nstgc, since PROTON_NO_ESYNC helped, it may be worth checking if https://github.com/zfigura/wine/blob/esync/README.esync is relevant for you.
@kisak-valve Are you asking me to add the esync error channel and look for that specific error? If so than I'm not sure how to do that with Steam Play. If not, are you asking me to try increasing the limit and then seeing if I still need noesync in order to avoid these bugs?
Before I continue I'd like to know what is being asked.
For what its worth, ulimit -Hn returns 4096, so it does seem reasonable I suppose.
The latter, increase the FD limit and see if that lets esync behave.
@kisak-valve Thanks. Sorry for asking, but I saw "security" and didn't want to weaken it unless I was sure that's what was being asked of me.
Indeed, increasing the limit to 1048576 as suggested fixed the issue, which is quite interesting. Thanks again.
I guess on Ubuntu, the officially supported distro, this game would simply work. . .which is what the whitelist is for.
Confirmed. The game runs flawlessly.
Distro: Linux Mint 19 Tara
Processor: AMD Ryzen 7 1700
GPU: GTX 1070, Nvidia proprietary driver 396.54
RAM: 32GB
Kernel (custom) - 4.17.14 (optimized for Ryzen)
Resolution: 1920x1080
Proton 3.7-3
I saw issue: https://github.com/ValveSoftware/Proton/issues/1067 and checked if it effects this game. Forcing OpenGL does not invoke that bug. Also, for what its worth, DX11 still works like a charm.
We've tried the demo (appid=241210) with various proton versions (up to 4.2) and flags from https://github.com/ValveSoftware/Proton/blob/proton_4.2/README.md#runtime-config-options and all that happens is a black screen for a second and then a crash:
https://gist.github.com/ensonic/f745c8c603b2467a9f0d9d1f13d2926d
And FYI:
$ ulimit -Hn
524288
Let me know if I should open a new issue for the demo.
Hello @ensonic, yes, please open a separate compatibility report for the demo.
proton 4.2x1 2019-06proton 3.7-3x1 2018-08PROTON_NO_ESYNCx1 2018-08
Seems to run flawlessly with DX11 and OpenGL renderers.
My steam system infos