I ran the game last night with ProtonGE and i didn't have any issues in cutscenes, can you can you try GE?
@cyberphantom52 It's only the intro cutscene that flickers (the logos before the main menu).
Just did more testing:
Starting the game with mangohud crashes it.
Intro and tutorial videos flicker black, and also some tutorial videos display a test pattern.
Video replicating problem:
plaguetale.webm
steam-1182900-experimental-bleeding-edge-7.0.log
system_info.txt
Re-tested the game and the intro and tutorial videos now play back properly, without the flickering or test patterns.
The only remaining minor problem I see is that the skill tutorial videos do not loop as they probably should.
steam-1182900.log
system_info.txt
In the logs I did spot "fixme:mfplat:media_engine_SetLoop", I guess that is related to the tutorial video looping not working.
Bottleneck while running the game, it seems that the game just can't go below 30ms frame-time. This causes the game to run at max ~35 fps no matter what settings/resolution I set up. Decreasing graphics fidelity causes GPU usage to drop, but fps/frame-time stay the same.
I also get only 20 fps in the main menu.
Run the game.
Tried using stable proton (black screen) and proton GE (same issue). Tried a variety of launch options as recommended at protonDB, however nothing worker.
The game is installed on a NVME drive, there is enough GPU VRAM/system RAM available and the CPU isn't the bottleneck.
Some suspicious things I noticed in the logs:
warn: OpenXR: Unable to get required Vulkan instance extensions sizefixme:thread:SetThreadIdealProcessor (000000000000013C 10): stubwarn:vkd3d-proton:D3D12GetDebugInterface: Returning DXGI_ERROR_SDK_COMPONENT_MISSING.warn:vkd3d-proton:rs_desc_from_d3d12: Ignoring MultisampleEnable 0x1.fixme:vkd3d-proton:vkd3d_create_texture_uav_view: Unhandled depth viewwarn:vkd3d-proton:vkd3d_allocate_device_memory: Memory allocation failed, falling back to system memory.

@isitcrazythough I can see from your screenshot that you are using amdvlk as a vulkan driver and not mesa. Amdvlk has terrible performance with all d3d12 games, so this is the issue here. You should install vulkan-radeon and lib32-vulkan-radeon, and uninstall amdvlk and lib32-amdvlk.
Oh wow, you are right. Thanks for that, saved me there. :+1:
I've been having an issue where the screen consistently freezes for a few seconds whenever I close the game, and then I get the message wine64-preloader quit unexpectedly.
Specs
Proton: Experimental (probably close to 7.0-6,but this issue was also present in GE Proton 51)
OS: Fedora Linux 37
Kernel: 6.1.14-200.fc37.x86_64
CPU: AMD Ryzen 7 7700x
GPU: NVIDIA GeForce RTX 2070 Super
Here's the message Gnome keeps giving, and unfortunately I am unable to automatically report the issue through the Problem Reporting app.

Unrelated to the previous problem I mentioned, the game also seems to have an issue with the mouse in the menus, as the on-screen cursor moves down several pixels whenever the user clicks a button or scrolls the mouse wheel.
This game (among others like Armored Core VI and The Talos Principle 2) are crashing to desktop on my rig randomly. I've tried several things like changing lots of Proton versions, disabling and enabling SAM or even disabling MangoHUD. None work.
Everytime it crashes, it registers a new seh:dispatch_exception EXCEPTION_ACCESS_VIOLATION exception (code=c0000005) raised in the logs.
Log: steam-1182900.log
My computer: https://gist.github.com/MekaDragon/ae7e3702f9e395b265577dac5bd782cf
I don't know what else to try, but this is really annoying, and it's preventing me to even enjoy games.
Random crashes with A Plague Tale: Requiem (1182900)
Issue transferred from https://github.com/ValveSoftware/Proton/issues/8237.
@jeancf posted on 2024-11-12T16:11:56:
Game crashes randomly and returns to desktop. Sometimes after a few seconds, sometimes after 30-60 minutes. No error message is displayed.
Every time I run the game and play long enough.
A Plague Tale: Requiem (1182900) fails to launch on AMD + Mesa with vkCreateComputePipelines assertion
Issue transferred from https://github.com/ValveSoftware/Proton/issues/9030.
@enygma315 posted on 2025-09-07T00:25:30:
GPU: AMD Radeon RX 6950 XT (radeonsi, navi21)
Video driver version: Mesa 25.1.5 (Pop!_OS 22.04)
Kernel version: 6.12.10-76061203-generic
Link to full system information report attached as steam_system_info.txt steam_system_info.txt
Proton version: Proton 9.0.4, Proton Experimental, Proton Hotfix, GE-Proton10-8
The game fails immediately on launch with the following Wine/Proton assertion error:
winevulkan/loader_thunks.c
Expression: "status && vkCreateComputePipelines"
The crash happens before the game reaches the main menu.
When forcing WineD3D with
PROTON_USE_WINED3D=1 %command%
…the game behaves differently (black screen / crash) but avoids the Vulkan assertion. This suggests the issue is in the DX12 → Vulkan path (VKD3D-Proton + Mesa).
Other Unreal Engine 5 games on this system run without issue.
Install A Plague Tale: Requiem
Launch with Proton Experimental (or other tested Proton versions)
Observe immediate crash with the vkCreateComputePipelines assertion
Proton log: attached as steam-1182900.log
Steam system information: attached as steam_system_info.txt
That Proton log suggests a stack overflow inside RADV, which points to a driver bug. I tried reproducing this, but couldn't, and all generated SPIR-V looks valid.
Is DXR enabled? It worked fine for me, but it's not impossible it explains a few things. I would try:
I appreciate the response! So I just tested launching it with VKD3D_CONFIG=nodxr and the same thing happened. My stack ulimit appears to be 8192, I haven't messed with that so I don't think it's overly small. As far as I can tell my Mesa drivers are as up to date as my OS is shipping.
If you have any other ideas I could try I'll give it a go. If not that's okay, I appreciate the effort. I'll keep an eye on driver updates and try it again in the future, see if it sorts itself out.
(Incorrect troubleshooting comment removed.)
So a thought occurred to me, and I remembered I had disabled shader pre caching before. I just enabled it, and that seemed to fix it! Tested gameplay for several minutes no issue. Not sure exactly what caused it, but simple enough fix. Thanks again for the help!
Arch Linux
Gnome on Wayland
Mesa 25.3.3
AMD 7800 XT
I'm seeing these random bottlenecks. Where by just moving a bit the camera, somehow the GPU can't reach 100% usage. I have always enabled shader cache and background shader processing, so it shouldn't be related to that like latest comment.
I'm not sure if this is something Proton or Mesa related.
This issues happen at the beginning of the second chapter of the game.
https://github.com/user-attachments/assets/ff6c2851-1418-496d-b083-3e674cdcc15b
https://github.com/user-attachments/assets/a7a23409-7227-45bc-bb36-c999b30c57ae
@alosarjos I saw something similar, albeit with a smaller hit, when playing through chapter 1 and getting to chapter 2. But after restarting the game the problem didn't manifest again, out of curiosity, do you notice the same on your end?
@alosarjos I saw something similar, albeit with a smaller hit, when playing through chapter 1 and getting to chapter 2. But after restarting the game the problem didn't manifest again, out of curiosity, do you notice the same on your end?
Just booted the game and continued (Game loaded from a checkpoint on chapter 2 just before the market where videos where recorded) and issue is still there.
When I tested on 6.18.7-arch1-1 with RX 7600, GPU utilization was always at 99-100%. With RX 6800 it could get down below 60% in those parts, though still not as extreme as in those examples. I did some profiling to see what was going on while the GPU was idle, and all the activity was in the game's own worker threads, so I didn't see any obvious signs of a driver/vkd3d-proton issue, at least.
Same random crash-to-desktop as reported above: the game crashes after a variable amount of play time (this capture: ~4m45s), no on-screen error, reproducible across Proton versions and graphics settings.
The attached log shows an EXCEPTION_ACCESS_VIOLATION (c0000005) raised directly inside APlagueTaleRequiem_x64.exe (not in wine/vkd3d-proton/dxvk) on a corrupted pointer, immediately followed by a burst of short-lived worker threads each hitting a null-pointer access violation as the game's own crash handler tears down. Same signature as MekaDragon's report above, this time on NVIDIA rather than AMD hardware.
proton experimentalx4 2026-07ge-proton10-8x1 2025-09proton 9.0x1 2025-09proton hotfixx1 2025-09ge-proton7-37x1 2022-10proton 7.0-4x1 2022-10VKD3D_CONFIG=nodxrx2 2025-09PROTON_USE_WINED3D=1x1 2025-09PROTON_USE_WINED3D=1 %command%x1 2025-09
Compatibility Report
System Information
I confirm:
steam-1182900.log
Symptoms
Reproduction