protonscr

Immortals Fenyx Rising

protonopen appid 2221920Game compatibility - Unofficial
ValveSoftware/Proton#6393 · opened 2022-12-17 by Bitwolfies · updated 2026-10-09 · 52 comments · github · game page · search this game
BBitwolfies 2022-12-17 github

Compatibility Report

  • Name of the game with compatibility issues: Immortals Fenyx Rising
  • Steam AppID of the game: 2221920

System Information

-Steam Deck

  • Proton version: Experimental bleeding edge

I confirm:

  • [x] that I haven't found an existing compatibility report for this game.
  • [x] that I have checked whether there are updates for my system available.

Symptoms

Audio massively desyncs and repeats during any cutscene.

Reproduction

Just start the game and wait for the first cutscene to start messing up its audio.

Fffrasisti 2022-12-17 github

Im also on Steam Deck. Latest stable, 64gb.

I have a couple more

Symptoms

Flickering in the grass in daylight in the overworld
Yellow grass starts flickering slightly with broken black shading.

Game freezes when deck goes into sleep mode

Proton Hotfix makes the audio issue better as parts of cinematics run fine but other parts start REPEATING dialogue or skipping lines, as if it doesnt know how to read the game's dialogue and changes parts of the cutscene around or skips some. It's really weird. The very first part in Hotfix runs fine until we get to Zeus and Prometheus. I also tested Experimental and 7.0.5 and it's the same. Curiously, according to youtubers testing the game on deck months before it came to steam, the versions of the game in other stores dont seem to have this problem, so there may be something specific to the steam version here.

For reference here's the steam version and its issues:
https://www.youtube.com/watch?v=mb1ykoXyuJg&t=1s

And here's one from another launcher months ago:
https://www.youtube.com/watch?v=xHVXdcrwVZk It's not the same cutscene exactly, but the cutscenes dont exhibit the same problem here.
Hopefully it will be fixed soon.

Fffrasisti 2022-12-17 github

I can also confirm everything op said, obviously. Im on the latest stable steamos. 64gb model, game running from a 1tb sandisk extreme SD

BBitwolfies 2022-12-17 github

I will also attest to the flickering grass, but I don’t personally think the audio issue is specific to the steam version as I can find threads from 2 years ago complaining about the same issue.

BBlisto91 2022-12-17 github

The audio issue have been fixed on bleeding edge and be pulled into regular experimental in a future update.

The grass issue looks like a driver problem and I'll look into making a mesa issue this weekend.

Edit: oh wait. Do you have the audio issue on latest bleeding edge?

BBitwolfies 2022-12-17 github

The audio issue have been fixed on bleeding edge and be pulled into regular experimental in a future update.

The grass issue looks like a driver problem and I'll look into making a mesa issue this weekend.

Edit: oh wait. Do you have the audio issue on latest bleeding edge?

On my deck yes, I swapped the beta to bleeding edge before making the report, so it should be up to date. Assuming this audio patch was not literally published after making my report.

BBlisto91 2022-12-17 github

No it was released 13 hours ago.
Can you share a proton log? :slightly_smiling_face:

Edit: okay i see. Theres is still a issue on Deck for some reason even tho it is fixed on my desktop where i tested.

BBlisto91 2022-12-17 github

Okay yes the issue doesn't seem to have been fixed fully, only improved a bit compared to before the fix. Seems to depend on the hardware and graphical settings.

Fffrasisti 2022-12-18 github

The issue apparently is fixed by this on a different game, AC Odyssey. something here affects only the steam version of this game. Can someone from proton take a look please?

Fffrasisti 2022-12-18 github

The audio issue have been fixed on bleeding edge and be pulled into regular experimental in a future update.

The grass issue looks like a driver problem and I'll look into making a mesa issue this weekend.

Edit: oh wait. Do you have the audio issue on latest bleeding edge?

did you make the mesa report?

BBlisto91 2022-12-18 github

The issue apparently is fixed by this on a different game, AC Odyssey. something here affects only the steam version of this game. Can someone from proton take a look please?

They are aware of the issue.

did you make the mesa report?

Not yet. Will try to make it today. The apitraces i wanted to use for easy reproduction are not cooperating.

Edit: issue made

Fffrasisti 2022-12-19 github

Replying to https://github.com/ValveSoftware/Proton/issues/6393#issuecomment-1356760501

Thanks. Hopefully someone will look into this audio jumping problem.

BBitwolfies 2022-12-19 github

Newest build of GE proton claims to have fixed the issue, haven’t tested it but it’s worth noting. Wonder if it’s the same fix in this thread that only mitigated it or a new proper one.

BBlisto91 2022-12-19 github

It's the same as bleeding edge from what I can tell from a quick look.

BBitwolfies 2022-12-19 github

It's the same as bleeding edge from what I can tell from a quick look.

If that’s the case that’s very odd cause I’m testing it now, and it has fixed the issue.

BBlisto91 2022-12-19 github

On Steam Deck?

Fwiw it's the games audio engine that is a bit weird. You can make this happen with the native game on Windows, but you have to turn everything pretty overkill up compared to what your machine can handle, so it probably isn't a common problem there. The proton overhead or other differences seems to make it worse or more common.
Or if you ntfs compress the games folder on Windows then it can happen too.
But ofc that doesn't matter in regards to proton as ideally it should work as well as on Windows.

BBitwolfies 2022-12-19 github

On Steam Deck?

Fwiw it's the games audio engine that is a bit weird. You can make this happen with the native game on Windows, but you have to turn everything pretty overkill up compared to what your machine can handle, so it probably isn't a common problem there. The proton overhead or other differences seems to make it worse or more common. Or if you ntfs compress the games folder on Windows then it can happen too. But ofc that doesn't matter in regards to proton as ideally it should work as well as on Windows.

Yep, on deck it works fine now, are you saying it’s effectively tied to poor performance?

BBlisto91 2022-12-19 github

Interesting. I will check it out with GE here later.

are you saying it’s effectively tied to poor performance?

I'm not exactly sure what causes it, maybe the Proton devs have more knowledge. But when i helped testing it i could make it happen on Windows when i moved the game to my HDD and set max graphics including render scale to 200% (Dunno if all steps were required).
Tho i should note my PC is a bit of a potato hehe so at that point it ran at like at below 10fps during the cutscenes so not really equivalent to Steam Deck as it actually runs it pretty decently on medium/high settings.

Fffrasisti 2022-12-20 github

Needs a fix on valve's proton still though. I wonder when the flickering grass will be fixed in either proton

BBitwolfies 2022-12-20 github

Needs a fix on valve's proton still though. I wonder when the flickering grass will be fixed in either proton

Supposedly not a proton thing, but a driver thing. If that’s the case you’ll need to wait for valve to rebase their mesa fork after it’s fixed and then system update the deck.

BBlisto91 2022-12-20 github

So i did try GE and it seemed to work well. But then afterwards i tried bleeding edge again and it seemed to work just as well. Even after a complete wipe and reinstall of the game.
Tho later i noticed there are still some audio that gets cut early. But i haven't seen any skipping back and forth or repeating, so not as bad as before. So i just got more confused lol.

BBitwolfies 2022-12-20 github

Tho later i noticed there are still some audio that gets cut early.

I’ve not seen any cuts in the few hours I’ve been playing since the patch.

BBlisto91 2022-12-20 github

They are small enough depending on graphical detail that they might not get noticed unless one look for them. Or maybe don't appear at all.
My testing has been replaying the intro cutscenes over and over again.
On highest graphical preset for me it cuts off a second too early when Prometheus describes some in the sea is as deep as Tartarus (can't remember the words)
Strangely it gets a bit more noticeable if i turn the present one step down. Here there is a place where Zeus will miss some of the words he speak at one point.
On lowest preset none of this happened.

But for some reason it's not as bad as i observed earlier, even on Bleeding Edge.

Fffrasisti 2022-12-20 github

So is it fixed on ge or not? i thought it was

Fffrasisti 2022-12-20 github

Did bleeding edge get another update?

BBlisto91 2022-12-20 github

So is it fixed on ge or not? i thought it was

I dunno. Best is just to try for yourself and see if you notice any issues. It at least seems to have been reduced enough that people might not notice any problems.

Did bleeding edge get another update?

It gets a update whenever there is anything to pull in from the subprojects. I don't know of anything related to this issue that has been updated.

Kkakra 2022-12-21 github

The issue apparently is fixed by this on a different game, AC Odyssey. something here affects only the steam version of this game. Can someone from proton take a look please?

I can confirm that this very issue has been fixed for AC Odyssey before, so it's probably just an entry matching the exe file name somewhere in the code.

BBlisto91 2022-12-21 github

Yes it's the same hack applied to this game as they both use the same engine or close to. See here

It will even write ""HACK: AC Odyssey sync tweak on" in the proton log when active hehe

Kkakra 2022-12-21 github

Thus, setting WINE_SIMULATE_ASYNC_READ=1 should do the trick already for Proton versions not yet detecting this game.

Update: Well... unless it doesn't, the env var is new with that commit, too... :,(

BBlisto91 2022-12-21 github

The env var was added along with inserting the Fenyx Rising exe so it's only available on bleeding edge right now.

Kkakra 2022-12-23 github

The uplay launcher and the game itself are unable to upload game saves to the cloud, so I'm unable to share my progress with my Steam Deck:

20221222235417_1
Screenshot_20221222_235451

A similar problem seems to exist in other uplay titles such as AC Valhalla #6154.

Kkakra 2022-12-23 github

The env var was added along with inserting the Fenyx Rising exe so it's only available on bleeding edge right now.

@Blisto91 BTW: This is no longer true, looks like a few hours later, the fix was merged into Experimental and is available now.

BBlisto91 2022-12-23 github

Roger roger :+1:

I have bisected the issue with the Ubisoft Connect overlay notification/popup staying stuck on screen and opened a upstream dxvk issue.

I haven't seen a issue with cloud saves from what i remember.

BBitwolfies 2022-12-24 github

Roger roger 👍

I have bisected the issue with the Ubisoft Connect overlay notification/popup staying stuck on screen and opened a upstream dxvk issue.

I haven't seen a issue with cloud saves from what i remember.

In terms of what I’ve seen from proton on Ubisoft connect, it can download saves fine, but it cannot upload them. No matter the Ubisoft game. Same behaviour applies to gog galaxy 2.0 so maybe it’s related. I also can confirm the stuck overlay.

Kkakra 2022-12-24 github

In terms of what I’ve seen from proton on Ubisoft connect, it can download saves fine, but it cannot upload them.

This is probably exactly what I am seeing because on the next start with the different PC, it asks me whether I want to use the local or the cloud save due to conflicts. That of course raises the question how the cloud save got there in the first place. But at least for my main PC, the cloud save is always the older one. So maybe it works in some of the times?

OTOH, downloads seem to be affected, too: The first time I started Valhalla on my Steam Deck, I already had some hours of game play on my main PC. But it started fresh. When I next started Valhalla on my main PC, it complained about a cloud save conflict - and I had to use the "older" local save to not lose my progress. After this, also the Steam Deck got my current progress. Since then, it seems to work for Valhalla but it doesn't for this game.

BBlisto91 2022-12-24 github

Roger. I haven't looked into that but will see if i can reproduce.

Kkakra 2022-12-24 github

Another interesting observation: After quitting the game, cloud sync fails, and after skipping that error, it will tell me that my login has expired. Maybe there's some connection between those issues, and the login should not expire in the first place.

Kkakra 2022-12-28 github

After this, also the Steam Deck got my current progress. Since then, it seems to work for Valhalla but it doesn't for this game.

@Blisto91 Well, it stopped working for both games now: Cloud saves download but no longer upload, neither on Steam Deck nor on my main system. I'm not sure what changed.

Update: Out of the blue, it suddenly worked once, then it refused to work on repeated attempts. Seems the problem is pretty random, and more likely the upload fails instead of succeeding.

BBlisto91 2022-12-30 github

Sadness.
Maybe it's Ubisoft connect itself having problems connecting from time to time. Like when you install it the first time i sometimes have to restart like 5 times before it is able to find a update and not get stuck looking for updates forever

Kkakra 2022-12-30 github

Like when you install it the first time i sometimes have to restart like 5 times before it is able to find a update and not get stuck looking for updates forever

This seems to have been a different bug actually caused by multi-screen setups and DX init: https://github.com/ValveSoftware/Proton/issues/5882, at least since that fix, it never occurred for me again.

Still, I don't believe it has the same behavior on Windows, so something may be racing in wine and it doesn't in Windows - and that should be fixed.

BBlisto91 2022-12-30 github

I only have one monitor so probably not the same 😁
Haven't found why it happens yet

Kkakra 2022-12-30 github

Retrospectively, I can remember that the Ubisoft launcher sometimes hung looking for updates on first launch, so I can confirm that observation. But I'm also seeing similar issues in other games, i.e., the Skyrim in-game extension shop sometimes times out during downloads or looking for updates, and trying again is usually enough to fix that. Also, games are not always expecting to wait forever on an HTTP download, and become essentially stuck because neither a timeout nor an error occurs, when visiting menus that do such downloads. OTOH, many games work just fine, so it's probably a specific implementation of using those functions which randomly fails. Maybe wine isn't detecting a specific (retryable?) error condition and just waits forever? And if that is not guarded by a wrapper to kill that thread after some timeout without progress, it will become stuck forever? I've seen the Ubisoft launcher hanging at random download progress values, so this seems plausible.

Fffrasisti 2023-01-07 github

Is the problem with the flickering grass solved?

BBlisto91 2023-01-07 github

No

BBlisto91 2023-01-18 github

The Ubisoft Overlay bug have received a fix in upstream dxvk.
The grass isn't fixed yet but a driver dev have been assigned to the issue.

BBitwolfies 2023-01-18 github

Oh you have no idea how happy I am to hear the overlay is fixed. Absolutely crippled me trying to play far cry 5 with friends.

BBlisto91 2023-03-08 github

Grass flicker fix on amd radv has been merged in mesa main.

Llibgradev 2023-07-12 github

Fails to launch here with recent kernels (6.4 / 6.3 series at least) - crashes after splash screen with an unhandled page fault. Unsure when this broke as haven't played it in a while.

Arch / AMD 6900XT / Mesa stable or current git.

Still launches fine with current LTS kernel (6.1.38).

PPaulM5406 2023-11-06 github

Failed to launch with proton experimental (2023/11/06) and proton 8.0-4 - here is the error:
Screenshot from 2023-11-06 09-59-26
thank you for the help

Aandrew-ld 2024-03-03 github

It seems that the audio randomly cuts out and jumps to the next dialogue with latest version of proton, it seems that to fix it you have to use an older version of proton-ge, I'm playing with proton-ge-7-43, there is no audio glitch or at least I didn't notice any in the first few hours of gameplay

Fffrasisti 2024-03-03 github

So is it fixed on the deck??

Aandrew-ld 2024-03-04 github

yes, if you use proton ge 7 43 it works very good @ffrasisti

Pperneky 2026-10-09 github

Intermittent fatal crash in the loading thread with WINE_SIMULATE_ASYNC_READ on; gone with WINE_SIMULATE_ASYNC_READ=0

I was able to play the game for about 8 hours. After that, when it want to autosave, the game softlocks (graphics rendering, I can rotate the camera, but nothing moves, the gameplay stops) for about 7 minutes, then exit.

After tinkering with it and with the help of Claude (I am a professional graphics programmer), I was able to track down the issue. Full report. Hopefully it can be fixed from the proton side.

With WINE_SIMULATE_ASYNC_READ=0 the saves doesn't hang the game anymore, but introduce occasional stutter when it is happening.

The Steam build of Immortals Fenyx Rising deliberately crashes itself a few minutes into play when the AC Odyssey async-read hack is active. The game's loader reads a compressed block from its archives, and the block doesn't start with the engine's block marker. The archives verify clean in Steam, so the data on disk is fine and only the data the game receives at runtime is wrong. With WINE_SIMULATE_ASYNC_READ=0 the crash is gone.

System

  • Distro: Pop!_OS 24.04 LTS (COSMIC, Wayland), kernel 7.1.5
  • CPU / RAM: Intel Core i5-14600KF, 32 GB
  • GPU / driver: NVIDIA GeForce RTX 4070 Ti, 595.104.02
  • Proton: Experimental experimental-11.0-20261001 (1790839227), steamrt4 4.0.20260805.254769
  • Game: Steam build 10198500, launched in Steam mode through Ubisoft Connect. Files verified in Steam, no issues.

Symptom

After 3 to 5 minutes of play the game stops progressing. It keeps rendering, so it looks like a softlock. UplayCrashReporter.exe starts, and the game is terminated about 7 minutes later.

What the log shows

The game logs HACK: AC Odyssey sync tweak on. and HACK: AC Odyssey async read workaround. (async_file_read_init). In both crashes, the only real exception in the game process is this one, on the thread the game names Loading Thread:

597.141:0a2c:0a74:trace:seh:dispatch_exception code=c0000005 (EXCEPTION_ACCESS_VIOLATION) flags=0 addr=0000000140666656
597.141:0a2c:0a74:trace:seh:dispatch_exception  info[0]=0000000000000001
597.141:0a2c:0a74:trace:seh:dispatch_exception  info[1]=0000000000000002
597.141:0a2c:0a74:trace:seh:dispatch_exception rax=1004fa9957fbaa33 rbx=0000000000000002 rcx=0000000000000000 rdx=0000000000000000

The call chain is identical in both crashes:

ImmortalsFenyxRising.exe+0x666656  <- +0x6af16d <- +0x6bf66b <- +0x6bff4f <- +0x6d02d0 <- +0x6d1656
  <- +0x6d1d15 <- +0x6f968c <- +0x4e0f9a <- +0x4e0fc6 <- +0x3743078 <- kernel32 <- ntdll

The write to address 2 is the engine's own fatal-error path, not a stray pointer. The caller checks a block marker and forces a crash when it doesn't match:

+0x6af14f  call   [rax+0x40]                 ; read 8 bytes from the data stream
+0x6af152  mov    rax, 0x1004fa9957fbaa33    ; expected marker
+0x6af15c  cmp    [rsp+0x70], rax
+0x6af161  je     <continue>
+0x6af163  xor    edx, edx
+0x6af165  lea    ecx, [rdx+2]
+0x6af168  call   +0x666640                  ; stores 0 in a global, then writes to *(int *)2

0x1004fa9957fbaa33 is the marker that starts every compressed block in the game's .forge archives. DataPC.forge alone contains 57,059 of them. A second validator at +0x6b03f0 checks for the same marker at offset 4 of a buffer of 12 or more bytes. The function three frames up references the strings Bigfile and LocalCache.

Tests

Launch options Result
none (ntsync, hack on) Crash after ~3.4 min
PROTON_NO_NTSYNC=1 (fsync, hack on) Crash after ~4.4 min, same site and call chain
WINE_SIMULATE_ASYNC_READ=0 (ntsync, hack off) No crash in 24+ min so far, with brief stutter during saves

My guess is that a read completed through the simulated-async path sometimes hands the game a buffer that doesn't yet hold, or no longer holds, the requested file data. I haven't confirmed which file or offset was misread. Turning the hack off brings back synchronous completion, which explains the save stutter. It may also bring back the cutscene dialogue repeat/skip bug the hack was added for in this issue.

A side effect makes this look like a hang instead of a crash. UplayCrashReporter.exe deadlocks during start-up on the loader lock (RtlpWaitForCriticalSection ... "loader.c: loader_section" wait timed out in thread 060c, blocked by 0560), and the game waits on it for about 7 minutes before it is terminated.

Related threads

Proton versions

Launch options

Upstream links