protonscr

TEKKEN 8

protonopen appid 1778820Game compatibility - UnofficialRegressionNVIDIA driversXAudio2
ValveSoftware/Proton#7444 · opened 2024-01-26 by NyaomiDEV · updated 2026-08-13 · 269 comments · github · game page · search this game
1 matching comments, n / p to jump
NNyaomiDEV 2024-01-26 github

Compatibility Report

  • Name of the game with compatibility issues: TEKKEN 8
  • Steam AppID of the game: 1778820

System Information

  • GPU: Radeon RX 6900XT
  • Video driver version: 23.3.3
  • Kernel version: 6.6.9-artix1-1
  • Link to full system information report as Gist:
  • Proton version: Experimental

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.

steam-1778820.log

Symptoms

The game crashes when loading (in "press any button" screen.)
Notice: I never started this game before, I don't have any saves.

uh, also, this
image

Reproduction

Start the game, go through the producer logos, skip the fmv and press a button whenever it asks you to do so.

Mmsmalik681 2024-01-26 github

@NyaomiDEV This game launches only tested on the flatpak version of steam. It did stop launching when I tested a GE version but to fix just goto: ~/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/compatdata and delete the folder 1778820 now restart your system then run with experimental or hotfix, shaders will load then the game should launch.

My problem is with crashing every time I try to launch a online game to reproduce just launch quick match. Here is the log.
steam-1778820.log

System Information

  • GPU: GTX 1660 Super
  • Video driver version: nvidia 535
  • Kernel version: 5.15.0-92-generic
  • Link to full system information report as Gist:
  • Proton version: hotfix
EEnneGiKVis96 2024-01-26 github

For me It goes straight to Fatal error, After 2 seconds It became black and then the same error.

Tried with Proton hotfix, delete shader cache and compatdata, nothing seems to work, even with GE

System info:
GPU: GTX 1070
Video driver version: nvidia last 545
Kernel: 6.7.1-arch1-1
OS: Arch Linux
Proton version: Hotfix

steam-1778820.log

ksnip_20240127-113000

Wwaspennator 2024-01-26 github

According to protondb, the opening cinematic still has no working audio

RRiQuY 2024-01-26 github

System Information

Launch options: gamemoderun PROTON_LOG=1 %command%

I confirm:

  • [x] that I have checked whether there are updates for my system available.

Symptoms

When playing any online match, ranked, quick match or even player match the game shows an error informing that the connection to the rival has been lost, it is not a game crash, after this the game returns to the lobby or menu. The error can happen while loading, after playing some rounds or some seconds after the match has begun. The log file should contain 2 errors, I was able to reproduce it several times.

It was also happening in the last Closed Beta, so that means the error is not new.

Reproduction

  1. Open the game and choose any online mode like:
    • Ranked game
    • Quick match
    • Player match
  2. Search for an opponent and wait to load in.
  3. When the connection is established with the opponent the connection error can happen anytime.
RRiQuY 2024-01-26 github

According to protondb, the opening cinematic still has no working audio

The intro cinematic was changed to this one: https://youtu.be/fzqvmFrV46c

In my system this cinematic has sound, the old cinematic didn't have sound.

DDoomguy1364 2024-01-27 github

I can confirm I'm having the same issue where matches won't stay connected either

Proton: Proton Hotfix
OS: Arch Linux
KERNEL: 6.7.1-arch1-1
CPU: AMD Ryzen 7 7800X3D 8-Core
GPU: AMD Radeon RX 7900 XTX
GPU DRIVER: 4.6 Mesa 23.3.3-arch1.1
RAM: 32 GB

I am unable to complete an online match without it disconnecting.

Eexallium 2024-01-27 github

I can confirm I have this issue as well (matchmaking constantly disconnecting) on a 2022 Steam Deck 512GB, using the latest Proton Hotfix. The game seems to run fine otherwise.

MMiraiiF 2024-01-27 github

Game is running well, but I keep being disconnected at online, too. Happens the exact same thing as described above.
I'm on Proton Hotfix.

Rravimahal 2024-01-27 github

Fatal error fixed with the latest proton hotfix update. Games runs perfect offline. Online. Issues finding players. When it does, disconnected mid-match everytime. Using steamdeck 512gb

BBlazeKl 2024-01-27 github

Use HOST_LC_ALL env to set the correct region for matchmaking. can't finish a match without being disconnected, tried disabling fsync and esync.

steam-1778820.log

Aatzuk4451 2024-01-27 github

Can confirm game works fine, but online matches are being disconnected randomly on any Linux machine. Tested on Ubuntu 20.04 and SteamDeck

DDeathTBO 2024-01-27 github

Hotfix lets me in. Playing VS with friends is extremely hit or miss. If you persevere through the failed to connect, you can play. But disconnect mid match happens over half the time.

There is also potentially some bug when the game loses focus, the fps can be capped at 24fps. Making everything slow motion.

Fedora 39 + KDE Plasma Wayland
Radeon 5700xt Mesa 23.3.3
Proton Hotfix

DDoomguy1364 2024-01-27 github

I installed windows 11 for testing; I'm able to play for hours with friends without a single disconnect; I can 100% confirm this is a proton issue.

Jjeromealane1 2024-01-27 github

I have the same issue as @msmalik681 whenever I try to play an online game get disconnected in ranked/quickmatch.
steam-1778820.log

System Information
GPU: AMD ATI Radeon RX 7900 XT/7900 XTX
Video driver version: amdgpu
Kernel version: 6.7.0-arch3-1
Proton version: hotfix

NN1k0d3m4s 2024-01-27 github

Same as all of above, proton GE, nor hotfix, can sustain an online match without sending back to training or outright crashing the game

AaRkedos 2024-01-27 github

Yeah can confirm the disconnect behaviour.

System Information
GPU: AMD Rdeon RX 7900 XTX
CPU: AMD Ryzen 7800X3D
Kernel Version: 6.7.2.1 under Manjaro Linux
Proton Version: Hotfix

Aaenaria 2024-01-27 github

I also have the same disconnection problems in every online matches.

System Information
GPU: AMD Radeon RX 6700 XT
CPU: AMD Ryzen 5 5600X
Kernel Version: 6.7.0-arch3-1
Proton Version: Hotfix

Ddydzio0614 2024-01-27 github

same - disconnects in the middle of online match at random moment very frequently

System Information
GPU: AMD Radeon RX 6950 XT
CPU: AMD Ryzen 9 7900X
Kernel Version: 6.2.0-39-generic
Proton Version: Hotfix

LLimesak 2024-01-27 github

My game disconnects as well in the middle of a lot of online matches. Otherwise no issue at all offline.

System Information
GPU: NVIDIA GeForce RTX 3060
CPU: AMD Ryzen 5 5600X
Kernel Version: 6.7.0-204 on Nobara Linux 39
Proton Version: Hotfix

SSpaceWatt45 2024-01-27 github

Can confirm that switching to Hotfix resolves the crash, but online disconnects are still a issue.

System Information
GPU: AMD Custom GPU 0405
CPU: 8 × AMD Custom APU 0405
Kernel Version: 6.1.52-valve14-1-neptune-61 (64-bit)
Proton Version: Hotfix

GGlubb 2024-01-27 github

Hotfix doesn't resolve the Fatal Error crash for me

System Information
GPU: Intel Arc A770
CPU: Intel i5-12400F
Kernel Version: 6.5.0-15-generic
Proton Version: Hotfix

steam-1778820.log

UUnser395 2024-01-27 github

Compatibility Report

  • Name of the game with compatibility issues: Tekken 8
  • Steam AppID of the game: 1778820

System Information

  • GPU: Nvidia 2080
  • CPU : Intel I5-8600k
  • OS : Manjaro
  • Video driver version: 535.43.23
  • Kernel version: 6.6.13
  • Proton version: Experimental

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

The game rarely reaches 60fps even at the lowest graphic settings, it fluctuates between 40-50 fps and sometimes get as low as 35 fps making the game unplayable. If anyone has any tips, it would be greatly appreciated.

Reproduction

Just play in practice mode.
steam-1778820.log

TTekkenGamer43 2024-01-27 github

got the same issue too
Device name DESKTOP-3R9CPQ8
Processor Intel(R) Core(TM) i5-10210U CPU @ 1.60GHz 2.11 GHz
Installed RAM 8.00 GB (7.64 GB usable)
Device ID AF8CC2A8-1D6C-4175-BD1C-F5F95AFCCADF
Product ID 00330-53141-80544-AAOEM
System Type 64-bit operating system, x64-based processor
Uploading steam-1778820.log…

UUnser395 2024-01-27 github
AAED-001 2024-01-27 github

Experiencing disconnections regardless of proton version in T8, same issue as many others here.
Other than that, game works flawlessly on Proton Hotfix.

Hardware Info:
Computer Information:
Manufacturer: LENOVO
Model: LNVNB161216
Form Factor: Laptop
No Touch Input Detected
Processor Information:
CPU Vendor: AuthenticAMD
CPU Brand: AMD Ryzen 9 6900HX with Radeon Graphics
CPU Family: 0x19
CPU Model: 0x44
CPU Stepping: 0x1
CPU Type: 0x0
Speed: 4935 MHz
16 logical processors
8 physical processors
Hyper-threading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Supported
SSE41: Supported
SSE42: Supported
AES: Supported
AVX: Supported
AVX2: Supported
AVX512F: Unsupported
AVX512PF: Unsupported
AVX512ER: Unsupported
AVX512CD: Unsupported
AVX512VNNI: Unsupported
SHA: Supported
CMPXCHG16B: Supported
LAHF/SAHF: Supported
PrefetchW: Unsupported
Operating System Version:
Freedesktop SDK 23.08 (Flatpak runtime) (64 bit)
Kernel Name: Linux
Kernel Version: 6.6.12-200.fc39.x86_64
X Server Vendor: The X.Org Foundation
X Server Release: 12302004
X Window Manager: GNOME Shell
Steam Runtime Version: steam-runtime_0.20231127.68515
Video Card:
Driver: AMD AMD Radeon Graphics (radeonsi, rembrandt, LLVM 17.0.6, DRM 3.54, 6.6.12-200.fc39.x86_64)
Driver Version: 4.6 (Compatibility Profile) Mesa 23.3.2 (git-527d45230f)
OpenGL Version: 4.6
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 164 Hz
VendorID: 0x1002
DeviceID: 0x1681
Revision Not Detected
Number of Monitors: 1
Number of Logical Video Cards: 2
Primary Display Resolution: 2560 x 1600
Desktop Resolution: 2560 x 1600
Primary Display Size: 13.39" x 8.27" (15.71" diag), 34.0cm x 21.0cm (39.9cm diag)
Primary VRAM: 512 MB
Sound card:
Audio device: ATI R6xx HDMI
Memory:
RAM: 15168 Mb
VR Hardware:
VR Headset: None detected
Miscellaneous:
UI Language: English
LANG: en_US.UTF-8
Total Hard Disk Space Available: 975137 MB
Largest Free Hard Disk Block: 753618 MB
Storage:
Number of SSDs: 1
SSD sizes: 1024G
Number of HDDs: 0
Number of removable drives: 0
Ffailtech 2024-01-27 github

Additional info for the disconnect issues:
Online does work very well while connected via Hotspot created by mobile phone.
Disconnects start as soon as you are connected with a router (wired and WiFi).
Don´t know if that helps narrowing down the problem.

Aaenaria 2024-01-27 github

Online does work very well while connected via Hotspot created by mobile phone.

I could not get to replicate this in quick match. In fact, USB tethering my mobile data made it worse for me: I could simply not get past this screen with 15 different matches found. USB tethering with wifi to my router had the same usual issues.
image

Ffailtech 2024-01-27 github

Online does work very well while connected via Hotspot created by mobile phone.

I could not get to replicate this in quick match. In fact, USB tethering my mobile data made it worse for me: I could simply not get past this screen with 15 different matches found. USB tethering with wifi to my router had the same usual issues. image

Bummer.
Just tested it again and could replicate everything 100% for my setup here.
Connected via WiFi Hotspot on Iphone SE.
I did also get some matches that didn´t start, but it says the other person denied the match. I think it´s because the indicator shows that I´m on a slow network.

MMadaoDev 2024-01-27 github

I can find matches online but after 2-3 moves it disconnects me on my home Wi-Fi or even ethernet.
Does not happen on my desktop with windows. Something is up and doesn't let us play.

GGrimKriegor 2024-01-27 github

Can confirm, any sort of multiplayer match is a gamble.
It may play out completely fine or you may get disconnected when a random move hits.

GPU: Radeon RX 6700XT
Video driver version: 23.3.3
Kernel version: 6.7.0-zen3-1-zen on Arch
Link to full system information report: systeminfo.txt
Proton version: Hotfix
Launch options: gamemoderun PROTON_LOG=1 %command%

steam-1778820.log

1778820_20240127214624_1

TTekkenGamer43 2024-01-27 github

Replying to [#7444 (comment)](https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913237972)

You mean the same issue as me?

yea

Ssudo-bp 2024-01-28 github

Same online Issues as mentioned above.
On Desktop PC with Nobara and Steam Deck with Steam OS.

Tested with:
Proton-Experimental/Hotfix/GE

~90% Chance that the Match will disconnect.
Offline performance is flawless!

UUnser395 2024-01-28 github

Replying to [#7444 (comment)](https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913237972)

You mean the same issue as me?

yea

I suspect that it's an issue with Intel CPUs. I've had a similar issue on another game and everyone that had an AMD CPU had their game working. I have another computer which is way less powerful, and has an AMD CPU and Tekken is working flawlessly there.

GGin845 2024-01-28 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913557870

I dont think that is the case, for one the Steamdeck uses a AMD CPU on the other hand i also have the disconnection problem on my machine that uses a AMD processor. Opensuse-Tumbleweed + Nvidia 3080.

Ddydzio0614 2024-01-28 github

@Gin845 i think he talked about the crash on launch with proton hotfix active

AAndrew32bit 2024-01-28 github

Same errors like mention above.Im playing on steam deck

Ffailtech 2024-01-28 github

The game doesn´t recognize your location right and always assumes your are in region AMERICA 1, even if you are in another regions lobby.

adding the launch command HOST_LC_ALL=de_DE.UTF-8 %command% (where de_DE.UTF-8 should be your locale) to force the game to get it right, shows a significant improvement on online play. Waiting times are way shorter, invites show up instantly, moving in the lobby is smoother and it does slightly improve the disconnect issue, but does not solve it.

so that could be something to look into to improve online problems.

UUnser395 2024-01-28 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913572791

The issue we're talking about is that our games don't have stable FPS to the point of being unplayable, it's not the online issue.
There's another recent comment in spanish on ProtonDB with someone mentioning that they don't get a stable framerate with an Intel CPU as well.

AAndrew32bit 2024-01-28 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913598057

How can I apply it on steam deck ? For example in desktop mode via terminal.

GGin845 2024-01-28 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913609304

In steam open the game options (cog symbol) select properties and write it into the "launch options" part in the general tab. I tried this yesterday already, it helps with matchmaking but the game still loses connection pretty much every match after around 1 or 2 minutes.

NNyaomiDEV 2024-01-28 github

Tekken 8 won't detect a DualSense controller (bluetooth / USB). It shows up as Unknown and despite the bindings being correct it cannot be used to navigate the menu and button prompts are not shown (shows Keyboard prompts instead.)

Enabling Steam Input for the DualSense makes it show as a XInput controller, with Xbox icons.

Changes made to run the game: now using Proton Hotfix

EEnneGiKVis96 2024-01-28 github

I started to think that Pascal Nvidia GPU's and intel GPU's can't run the title. Don't know if it is related to D3D12 implementation, any other one with these cards that can start the game properly?

GGlubb 2024-01-28 github

I started to think that Pascal Nvidia GPU's and intel GPU's can't run the title. Don't know if it is related to D3D12 implementation, any other one with these cards that can start the game properly?

For me, the demo version worked fine (around 55fps) on intel arc so something changed upon final release. I'm just playing offline on the deck for now

EEnneGiKVis96 2024-01-28 github

I started to think that Pascal Nvidia GPU's and intel GPU's can't run the title. Don't know if it is related to D3D12 implementation, any other one with these cards that can start the game properly?

For me, the demo version worked fine (around 55fps) on intel arc so something changed upon final release. I'm just playing offline on the deck for now

For me also, Demo was 60FPS OOTB, no other tinkering or proton versions. Dunno what they actually added in the release version, hope someone can help

DDanteASC4 2024-01-28 github

Also experiencing the frequent disconnects. Sys info:

  • GPU: 2080 Ti Fe
  • Driver ver: 535.154.05
  • CPU: i9-9900K
  • Kernel: 5.15.0-92-generic on Mint 21
  • Proton: Hotfix
Ttesfabpel 2024-01-28 github

Running with Proton Hotfix: everything is fine except for disconnections in online play. I'm afraid there's something currently not perfect in Wine / Proton that's extremely evident in Tekken 8 because A LOT of games have infrequent network errors (I had those in Metal Gear Solid V and others for example... Sometimes, the game loses the connection and the game reports it and you have to relogin to online features). It's like there's a different kernel socket behavior on Linux than on Windows that causes some issues (maybe UDP related? I don't think games use TCP for these kinds of online features but I don't know...).

BBobrImperator 2024-01-28 github

I've managed to fix most of my disconnect issues by making sure my DNS are set to Google's.
I've tried Cloudflare DNS too and was experiencing issues all the same.
I'd recommend making sure there's no custom/proxy DNS such as PiHole.

Previously I wasn't able to get any games in with 2 of my friends in a player match lobby, now we can play multiple matches just fine until an occasional disconnect happens.

Not sure if it has any impact, but Proton by default uses American locales.
If you want your game to say e.g. "Europe" region, make sure to set your locales to an eurpean country.
e.g. : LANG=pl_PL.UTF-8 LC_ALL=pl_PL.UTF-8 HOST_LC_ALL=pl_PL.UTF-8 %command%

It might be a fluke but setting the DNS helped a bit when Guilty Gear Strive and Elden Ring also had similar issues.
Interestingly all of these games are P2P

Additional context: https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913831572

Aaenaria 2024-01-28 github

I tried using Google DNS but it disconnected just like usual for me.
Edit: I might be wrong, I would still encourage people to try just in case

GGin845 2024-01-28 github

Replying too https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913710277

I tried changing the DNS to googles but that did not change anything regarding the online disconnect issue. The game still disconnects after around 1 to 2 minutes just like before.

Ssudo-bp 2024-01-29 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913710277

I'm using Cloudflare DNS, I was so happy reading this, but as @Seliaste and @Gin845 mentioned - DNS didn't help.

Sscandalouss 2024-01-29 github

im getting disconnects in both the regular ranked matchmaking, and trying to play in a lobby with a friend. Game always goes for a minute or two then freezes and disconnects.

Another thing to note: when I attempted to host a lobby for me and my friend to play, the game wouldn't even make it to the stage before disconnecting us. If my friend hosted however, who was playing on windows, we would get in and be able to play for about a minute or two before a disconnect. I guess hosting lobbies is not possible right now, too...

BBobrImperator 2024-01-29 github

Hmm, I've tested this back and forth with my default configuration and only Google DNS and I personally see an improvement.
Wasn't able to get any matches before with certain people but now I do.

Make sure you're actually using your newly configured DNS by issuing e.g. dig www.google.com command.
When configuring a network adapter, try to disconnect from it and connect again, to make sure it runs with the new config or just flush dns with some other method.
The game should also be restarted to avoid any caching issues.

BBlazillion 2024-01-29 github

Also experiencing desync online using proton fix. Is there someone that can help ? I'm even willing to donate

GGin845 2024-01-29 github

replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913831572

I tested it rather thoroughly and couldn't find a difference in behaviour between 8.8.8.8 and 1.1.1.1 or 1.0.0.1 for that matter. also it seems weird to me that DNS is supposed to have an impact. Of cause i restarted the game and re established the connection and made sure it actually uses the configured DNS Server.

Ddydzio0614 2024-01-29 github

Somebody claimed on reddit that he managed to fix/workaround the online issue on steam deck by disabling "wifi power management" flip switch from steamOS... i am not on deck and wired so I am not able to test this.

Some other people point at suspiciously high ping / round trip time as potentially related to issue

AAndrew32bit 2024-01-29 github

Update : I requested refund for the game.Its better to play on ps5

Somebody claimed on reddit that he managed to fix/workaround the online issue on steam deck by disabling "wifi power management" flip switch from steamOS... i am not on deck and wired so I am not able to test this.

Some other people point at suspiciously high ping / round trip time as potentially related to issue

its not working - I tried sudo iwconfig wlan0 power off and still same issue

Hhalictuz 2024-01-29 github

When I changed DNS to 8.8.8.8 or 1.1.1.1 it worked a tiny bit better compared to 9.9.9.9 or my ISP dns. But still, issues are still there. 99% of online matches end in an error and disconnect/desync. On Windows 11 everything works perfectly fine tho.

Ffailtech 2024-01-29 github

I played again for two hours on SteamDeck via my mobiles Hotspot without any problems. all matches in ranked, quick match and private lobbies worked very well (of course, not as smooth as a wired connection). I know that this works for some other people, but doesn´t for all. After asking two other people who play on a mobile connection, the similarity seems to be that we all use Iphones and use a german cell phone contract (although, three people is still a small set of data). Maybe that info is helpful for anyone who might have a clue what could be the specific difference between landline and mobile internet connections that does the trick for us.

GGin845 2024-01-29 github

Another thing is that Tekken crashes in the Startup screen if i dont use the hotfix version of proton. Both 8.0-5 and Experimental crash.

GGin845 2024-01-29 github

replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1915146939

I tried using tethering my mobile phone to my machine to try if this works for me. I can confirm that i can play online via my mobile connection, this is obviously not ideal but interesting.
EDIT: I dont use an Iphone but a german carrier.
EDIT2: It also works if I connect my Phone to my Wireless which uses the same network my PC usually uses (even though the pc usually doesnt use Wireless). But i havent found out why this works yet

MMikeysax 2024-01-29 github

I'm also getting mid-match disconnects

GPU: AMD Radeon RX 6900 XT
CPU: AMD  Ryzen 9 5950X
Kernel: 6.7.0-204.fsync.fc39.x86_64 (64-bit)
Distro: Nobara Linux 39
Proton: GE-Proton8-28
DDelusionalLogic 2024-01-29 github

I've taken a tcpdump of a couple of examples of the issue. It think I see a pattern. The traffic flows well for a while, but at some point the kernel responds to some of the packets with a "Destination Unreachable" message. It does this for about 6-7 packets, or 30-40 milliseconds, before the game then resumes responding again. Once this initial drop has occurred, the kernel drop one packet every second on the second until the game gives up and disconnects you.

It may be some internal buffer filling up, or the kernel just not being ready for that kind of packet stream. I've attached filtered pcap file of the traffic between me and an unlucky opponent.

DC.pcap.tar.gz

Ddanth 2024-01-29 github

Increasing the Linux kernel buffer size doesn't help. Does Proton/Wine have its own buffers?

Ddydzio0614 2024-01-29 github

BTW closed beta had same bug and if I remember correctly playing between two linux / deck users was possible back then

Since full release i had no opportunity to test how it behaves against another linux user

EDIT: tested, same disconnects against linux desktop player

Ggofman 2024-01-30 github

The situation with disconnections should hopefully be much better with the just updated Proton Experimental ([bleeding-edge] branch).

KKawaiiDinosaur 2024-01-30 github

I see reports connection issues are fixed on bleeding edge. Can anyone confirm?

Ttemporaryroman0 2024-01-30 github

I see reports connection issues are fixed on bleeding edge. Can anyone confirm?

Just played about 5 matches in a row with proton bleeding edge and not a single disconnect!

RRiQuY 2024-01-30 github

The situation with disconnections should hopefully be much better with the just updated Proton Experimental ([bleeding-edge] branch).

Should I then change to Proton Experimental or stick with Proton Hotfix?

EDIT: nvm I didn't know there were beta for Proton Experimental https://github.com/ValveSoftware/Proton/wiki/Proton-Versions#proton-bleeding-edge

EDIT2: I tested player matches and I didn't disconnected a single time with Proton Experimental Bleeding Edge

Rravimahal 2024-01-30 github

I've taken a tcpdump of a couple of examples of the issue. It think I see a pattern. The traffic flows well for a while, but at some point the kernel responds to some of the packets with a "Destination Unreachable" message. It does this for about 6-7 packets, or 30-40 milliseconds, before the game then resumes responding again. Once this initial drop has occurred, the kernel drop one packet every second on the second until the game gives up and disconnects you.

It may be some internal buffer filling up, or the kernel just not being ready for that kind of packet stream. I've attached filtered pcap file of the traffic between me and an unlucky opponent.

DC.pcap.tar.gz

Quickly analysing your packet capture. Some interesting flow.
To begin, the exchange of UDP packets is back and forth between parties, eventually we only get packets from the opponent and stop sending our own UDP packets which then results in an ICMP packet generated by us (wrapping the last received UDP packet from peer) and sent to the peer, checking connectivity.

This last UDP packet from peer may be something like "where are you? not heard from you for a while!"
We put this UDP packet into an ICMP packet and send it to the peer, to check destination connectivity and get a port unreachable response. After this initial issue, we no longer send UDP packets to the peer and just receive.

Either the peer seems stops listening on its port for some reason or we are unable to send on that port ourselves
Here the ports in question is, us = 52602 and peer = 64572
both need to be open on both ends for communication.
It worked initially, why not now?

Also more packet captures to analyse, better yet, packet capture from @Gin845 @failtech to see what it looks like running normal
Some windows user captures... what ports are used etc
Maybe we can capture the UDP port traffic on linux and find out why it is becoming "unreachable" is it always the sender or receiver that stops?

I will run my own capture when i get time and report back if the symptoms are the same.

Hope this helps

NNANISOREH 2024-01-30 github

The situation with disconnections should hopefully be much better with the just updated Proton Experimental ([bleeding-edge] branch).

Should I then change to Proton Experimental or stick with Proton Hotfix?

EDIT: nvm I didn't know there were beta for Proton Experimental https://github.com/ValveSoftware/Proton/wiki/Proton-Versions#proton-bleeding-edge

EDIT2: I tested player matches and I didn't disconnected a single time with Proton Experimental Bleeding Edge

I tested Bleeding Edge as well and it looks like everything works for me too online-wise! I hope this fix gets merged soon into the stabler builds.

MMrMamba11 2024-01-30 github

Made an account just to say I was disconnecting constantly before, now I just played 3 hours of online matches with friends on the latest version of bleeding edge on proton experimental without a single disconnect. Thank you!!!

Ggofman 2024-01-30 github

Thanks all for confirming! The fix is also on Proton Hotfix which should be currently selected by default on Steam Deck for the game (that is, if no compatibility tool for the game is specified in properties).

DDelusionalLogic 2024-01-30 github

@gofman Do you happen to know what fixed it? I'm looking at the bleeding-edge branch and all I see is a wine version bump.

CCNB-Kevin 2024-01-30 github

@DelusionalLogic
https://gitlab.winehq.org/wine/wine/-/commit/fd2534422ba66d66cc811c75d012b2b1060d1770
https://gitlab.winehq.org/wine/wine/-/commit/bd2a2c25f54e33b5ffae1f28f5ead4b020f55456

From what I can guess, wine's http implementation was blocking when it the other side was waiting for a reply. But this code is going over a little bit over my head.

Rravimahal 2024-01-30 github

Do we still need to specify our correct locales in the launch options?

AAndrew32bit 2024-01-30 github

Thanks all for confirming! The fix is also on Proton Hotfix which should be currently selected by default on Steam Deck for the game (that is, if no compatibility tool for the game is specified in properties).

So I can set Proton Hotfix on steam deck and it will work bcs it was fix-commit, am I right?

Ddanth 2024-01-30 github

Do we still need to specify our correct locales in the launch options?

This was always necessary for TEKKEN 7, so I would assume yes.

AAndrew32bit 2024-01-30 github

I can confirm that it works now

Sstephanhorvath 2024-01-30 github

On Steam Deck. I am still unable to connect to the servers. I don't know if it is a different issue, but when I start the game and get to start screen where it attempts to connect to the network, I get this error:

Failed to connect to the network.
Online Mode is unavailable.
[Error code: C-00001-00898-1/]

System Information

GPU: AMD Custom GPU 0405
CPU : AMD Custom APU 0405 2.8GHz
RAM: 14.45GB
OS : SteamOS Holo, ver. 3.5.7
OS build version: 20231122.1
Video driver version: 4.6 (Compatibility Profile) Mesa 23.1.3 (git-58f7632462)
Kernel version: 6.1.52-valve9-1-neptune-61
Proton version: Hotfix (have also tried Experimental)
AAndrew32bit 2024-01-30 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1916466875

try to set HOST_LC_ALL=de_DE.UTF-8 %command% . Im playing from steam deck without this extra option, but using proton hotfix

Sstephanhorvath 2024-01-30 github

try to set HOST_LC_ALL=de_DE.UTF-8 %command% . Im playing from steam deck without this extra option, but using proton hotfix

Thanks for the suggestion. I already had HOST_LC_ALL=en_GB.UTF-8 %command% in my launch options. I tried 'de_DE' instead, and have also tried 'da_DK.UTF-8' and 'da_utf8'. None of these have made a difference for my problem, unfortunately.

PpunishedJib 2024-01-30 github

After playing for some time the game will start running at 30fps in slowmotion. If the slowdown started in training mode, when entering a match it stops, but once back in training mode it starts again. If it started mid match it will last until the end, but I usually just quit since it's unplayable, so I don't know how it will behave.

  • GPU: NVIDIA 3070
  • Video driver version: 545.29.06-14
  • Kernel version: 6.7.1-zen1-1-zen
  • Proton version: Proton GE 8-29

Launch options: HOST_LC_ALL=en_GB.UTF-8 gamemoderun %command%

Mmsmalik681 2024-01-30 github

GPU: GTX 1060 3GB
Kernel version: 5.15.0-92-generic
Video driver version: nvidia-driver-535
Proton version: Proton GE 8-29

When starting any online option like fight lounge the game locks up and crashes.

steam-1778820.log

Ttemporaryroman0 2024-01-30 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1916681285

I have the same issue on Nvidia. Online is fixed, but now after playing for about an hour, the VRAM and GPU get maxed out and the game starts to run at 20 fps in match. I have to restart the game to make it working normal again.

GPU: Nvidia RTX 2060 Super
Kernel version: 6.7.2.arch1-1
Video driver version: nvidia-545.29.06-14
Proton version: Proton Hotfix 01292024

KKawaiiDinosaur 2024-01-30 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1916947249

Have you tried raising vm.max_map_count on your system? I know lower map counts can cause issues on Unreal based games.

https://wiki.archlinux.org/title/gaming#Game_compatibility

Ggofman 2024-01-30 github

@gofman Do you happen to know what fixed it? I'm looking at the bleeding-edge branch and all I see is a wine version bump.

@DelusionalLogic https://gitlab.winehq.org/wine/wine/-/merge_requests/4967

Ttemporaryroman0 2024-01-30 github

Replying to [#7444 (comment)](https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1916947249)

Have you tried raising vm.max_map_count on your system? I know lower map counts can cause issues on Unreal based games.

https://wiki.archlinux.org/title/gaming#Game_compatibility

Unfortunately it didn't help.
Not only the VRAM gets maxed out, but RAM usage creeps up from 9 to 11GB and swap (uncompressed zram) from 0 to 6GB before the slowdown to 20 fps starts to happen. If it starts in training mode after loading into the match it can be normal again, but not all the time.

NNANISOREH 2024-01-30 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1917990044

I noticed the same behaviour. At least it encourages me to take pauses, but I doubt it's normal.
Anyway, how much VRAM do you have? UE5 games are incredibly VRAM hungry, I can basicly only play on Low setting myself because I have a 6GB 3060 and everything past that apparently requires at least 8. Weird thing is, as you noted, VRAM usage significantly increases over time.

If I play on one simpler stage, and it's using 4,5gb of VRAM, then move to a different stage with a lot more assets, the VRAM usage ramps up, but it never goes down if I go back to the previous stage, and if I didn't have slowdowns before, I start having them. Is this how VRAM allocation usually works?

Ttemporaryroman0 2024-01-31 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1918022898

I disabled SWAP completely. I was able to play for two hours without slowdown before RAM completely maxed out starting from 9gb all the way to 16gb, then the game crashed.
VRAM maxed out pretty quickly from 6gb to 8gb, however it seems like the issue is RAM and SWAP usage here.

Rrbrauer 2024-01-31 github

Thanks to everyone who has been helping. I usually crash with this assert after around an hour. It has happened on various Proton versions, but this example was GE 8-29.

If other people haven't seen this one, I might not be a good example because my Steam install is a little weird. I somehow got it to work with a library on an external that I previously used with Windows and some stuff is symlinked. I haven't had issues with other games though.

GPU: GeForce GTX 1660
Driver: 4.6.0 NVIDIA 535.154.05
Kernel: 6.7.2-arch1-1
KWin / KDE 5.114.0 / Plasma 5.27.10
GE-Proton8-29

I don't actually know if any of these environment variables are actually helpful.

LD_BIND_NOW=1 PROTON_LOG=1 WINE_DISABLE_VULKAN_OPWR=1 PROTON_ENABLE_NVAPI=1 %command%

image

steam-1778820.log

OOllieOlafsson 2024-01-31 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1918022898

System Information

GPU: NVIDIA GeForce RTX 4050 Max-Q / Mobile (6GB)
CPU: 12th Gen Intel i5-12450H (12) @ 4.400GHz
Video Driver: 4.6 Mesa 23.3.4-arch1.2
RAM: 16 GB
Kernel Version: 6.7.2-zen1-1-zen
OS: Arch Linux
Proton: tests on various, similar results (Bleeding Edge Experimental, GE 28 and 29, Hotfix)

Symptoms

On my machine, most of the time, the crashes occur during loading screens. Usually I get (up to) a 40 minute period of smooth sailing before the game closes in my face and I am notified with a popup notification on GNOME "Device memory is nearly full. Steam was using a lot of memory and was forced to stop". I have monitored the VRAM usage and it skyrockets during matchup loading screens up to my maximum of 6GB. Also, lowering the graphics settings to the minimum did not prevent the crashes from my experience.

(I will note there was one isolated case as well where Firefox crashed in the same way as the game.)
Screenshot from 2024-01-31 03-11-14

Mmsmalik681 2024-01-31 github

I am still having a issue with not being able to load any of the online options they immediately lock up my game and after a while it will close. Please help. tested on ryzen and intel systems.

GPU: GTX 1060 3GB
Kernel version: 5.15.0-92-generic
Video driver version: nvidia-driver-535
Proton version: Hotfix

steam-1778820.log

DDelusionalLogic 2024-01-31 github

@DelusionalLogic https://gitlab.winehq.org/wine/wine/-/merge_requests/4967

Ahh yes, I think I see the bug happening in my log. This happens right as my games stops sending packets. Notice the WS2_sendto returncode of 0xc00000a3. which indeed translates to WSAEWOULDBLOCK.

19239.809:0144:0544:trace:winsock:inet_ntop family 2, addr 00000001A627F914, buffer 00000001A627EDB0, len 65
19239.809:0144:0544:trace:winsock:WS2_sendto socket 0x1b8, buffers 000000004E517810, buffer_count 3, flags 0, addr 00000001A627DBD0, addr_len 128, overlapped 0000000000000000, completion 0000000000000000
19239.809:0144:0544:trace:winsock:sock_ioctl handle 0x1b8, code 0x120338, in_buffer 0x1a627c7a0, in_size 32, out_buffer (nil), out_size 0
19239.809:0144:0540:trace:winsock:WS2_sendto socket 0x1b8, buffers 000000014B701B80, buffer_count 4, flags 0, addr 00000001A497F590, addr_len 128, overlapped 0000000000000000, completion 0000000000000000
19239.809:0144:0540:trace:winsock:sock_ioctl handle 0x1b8, code 0x120338, in_buffer 0x1a497ead0, in_size 32, out_buffer (nil), out_size 0
19239.809:0144:0540:trace:winsock:WS2_sendto status 0xc00000a3.
19239.809:0144:0544:trace:winsock:WS2_sendto status 0.

Thank you for the link :)

Lleifliddy 2024-02-01 github

@rbrauer
I'm relatively new to steam and haven't used it in years. But I had to get Tekken 8 ; )

Screenshot from 2024-02-01 04-51-18

Anyways, I kept running into that assertion failed error -- which always occurs between matches -- as it's loading the next match.

My setup is currently:

GPU: GeForce RTX 3070 (8 GB)
Driver: NVIDIA 545.29.06
Kernel:6.6.13-200.fc39.x86_64 
DE: Cinnamon 6.0.4
GE-Proton8-30 (Same behaviour with Hotfix and Experimental)
Lleifliddy 2024-02-01 github

Odd.....so that error is coming from this vkCreateSwapchainKHR function

VkResult WINAPI vkCreateSwapchainKHR(VkDevice device, const VkSwapchainCreateInfoKHR *pCreateInfo,
                                     const VkAllocationCallbacks *pAllocator, VkSwapchainKHR *pSwapchain)
{
    struct vkCreateSwapchainKHR_params params;
    struct vk_swapchain *swapchain;
    NTSTATUS status;

    if (!(swapchain = malloc(sizeof(*swapchain))))
        return VK_ERROR_OUT_OF_HOST_MEMORY;
    swapchain->unix_handle = 0;

    params.device = device;
    params.pCreateInfo = pCreateInfo;
    params.pAllocator = pAllocator;
    params.pSwapchain = pSwapchain;
    params.client_ptr = swapchain;
    status = UNIX_CALL(vkCreateSwapchainKHR, &params);
    assert(!status);
    if (!swapchain->unix_handle)
        free(swapchain);
    return params.result;
}

https://github.com/ValveSoftware/wine/blob/experimental_8.0/dlls/winevulkan/loader.c#L628C1-L649C2
I'm referencing the experimental branch, because there is no hotfix branch.
https://github.com/ValveSoftware/wine/branches

So, it's failing on this

    status = UNIX_CALL(vkCreateSwapchainKHR, &params);
    assert(!status);

hmmm....I'm looking at what the specification for that function
https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/vkCreateSwapchainKHR.html

And I'm wondering how to get the actual error returns. Need to enable logging and see if steam has a debug mode....

Rrbrauer 2024-02-01 github

I don't know what is causing the issue, but based on some of the previous comments here suggesting people are seeing continuously increasing VRAM usage while playing, I wouldn't be surprised if the assert is being triggered by that out of memory check.

NNANISOREH 2024-02-02 github

@rbrauer I confirm that I'm experiencing slightly suspect VRAM behaviour. If I play on more than low settings (1080p), even with DLSS on, VRAM usage increases with time to the point where if fills up the 6gb I have and starts lagging, then crashes on me. The only culprit of the lag in that case would be VRAM usage, because on medium settings both the GPU and the CPU are basicly chilling well under 50% while the VRAM usage is stuck at 95% of the available memory.
I wasn't able to find a clear pattern to the crashing, it just hangs randomly after some minutes of high VRAM usage.
If I use low settings, it still grows way more than it should according to video benchmarks of the game, but not enough to make it crash in a gameplay session's time.
I don't necessarily think vkd3d is at any fault here, it might just be that the game requires more than 6gb even at 1080p and starts low on usage by trying to save up space. Or it might be some driver bug.
Maybe someone that can test a similar scenario (6GB VRAM card, 1080p) on Windows too could confirm that it's generally impossible to get constant 60fps without lowering everything?

My current setup:

GPU: GeForce RTX 3060 Mobile / Max-Q (6GB VRAM)
Driver: NVIDIA 545.29.06
Kernel: 6.5.0-15-generic 
DE: Cinnamon 6.0.4
GE-Proton8-30 (Same behaviour with Hotfix and Experimental)

Update: I noticed my distro finally had 545 drivers in its repos, so I tested them out but I have the same issue. Also tested it with and without the launch option to disable resizable bar.
My current launch options: HOST_LC_ALL=it_IT.UTF-8 MANGOHUD=1 PROTON_ENABLE_NVAPI=1 PROTON_LOG=1 gamemoderun %command%

Lleifliddy 2024-02-02 github

@NANISOREH I think you're right, there's likely a memory leak problem.
It's so odd -- it only freezes on the scenes before a match starts.
The first match always plays fine -- but it'll eventually locked up on a subsequent match

In fact, it just locked up here -- right before the 2nd match started

Screenshot from 2024-02-02 05-24-36

The steam log is available here:
https://leifliddy.com/.steam/steam-1778820.log

Also, I ran this command while steam was running -- up until it locked up.

[leif.liddy@black ~]$ nvidia-smi --query-gpu=timestamp,name,utilization.gpu,memory.total,memory.free,memory.used --format=csv -l 5
timestamp, name, utilization.gpu [%], memory.total [MiB], memory.free [MiB], memory.used [MiB]
.......
2024/02/02 05:21:28.268, NVIDIA GeForce RTX 3070, 9 %, 8192 MiB, 1557 MiB, 6413 MiB
2024/02/02 05:21:33.269, NVIDIA GeForce RTX 3070, 46 %, 8192 MiB, 1317 MiB, 6653 MiB
2024/02/02 05:21:38.269, NVIDIA GeForce RTX 3070, 94 %, 8192 MiB, 1266 MiB, 6704 MiB
2024/02/02 05:21:43.273, NVIDIA GeForce RTX 3070, 72 %, 8192 MiB, 396 MiB, 7574 MiB
2024/02/02 05:21:48.274, NVIDIA GeForce RTX 3070, 73 %, 8192 MiB, 363 MiB, 7607 MiB
2024/02/02 05:21:53.274, NVIDIA GeForce RTX 3070, 83 %, 8192 MiB, 185 MiB, 7785 MiB
2024/02/02 05:21:58.274, NVIDIA GeForce RTX 3070, 84 %, 8192 MiB, 97 MiB, 7873 MiB
2024/02/02 05:22:03.275, NVIDIA GeForce RTX 3070, 93 %, 8192 MiB, 96 MiB, 7874 MiB
2024/02/02 05:22:08.275, NVIDIA GeForce RTX 3070, 88 %, 8192 MiB, 149 MiB, 7821 MiB
2024/02/02 05:22:13.276, NVIDIA GeForce RTX 3070, 97 %, 8192 MiB, 157 MiB, 7813 MiB
2024/02/02 05:22:18.277, NVIDIA GeForce RTX 3070, 84 %, 8192 MiB, 150 MiB, 7820 MiB
2024/02/02 05:22:23.277, NVIDIA GeForce RTX 3070, 92 %, 8192 MiB, 151 MiB, 7819 MiB
2024/02/02 05:22:28.277, NVIDIA GeForce RTX 3070, 77 %, 8192 MiB, 91 MiB, 7879 MiB
2024/02/02 05:22:33.278, NVIDIA GeForce RTX 3070, 93 %, 8192 MiB, 143 MiB, 7827 MiB
2024/02/02 05:22:38.278, NVIDIA GeForce RTX 3070, 83 %, 8192 MiB, 139 MiB, 7831 MiB
2024/02/02 05:22:43.278, NVIDIA GeForce RTX 3070, 98 %, 8192 MiB, 269 MiB, 7701 MiB
2024/02/02 05:22:48.279, NVIDIA GeForce RTX 3070, 27 %, 8192 MiB, 156 MiB, 7814 MiB
2024/02/02 05:22:53.279, NVIDIA GeForce RTX 3070, 6 %, 8192 MiB, 155 MiB, 7815 MiB

You can see how it progressively eats more and more memory -- until there's nothing left.
I'm pretty sure that's not normal, but who knows....
I hope someone's able to figure this out

You know....I just remembered that I'm power limiting my card with nvidia-smi -pl 180 upon boot up.
I haven't used steam in ages so I completely forgot about it. I'll unrestricted the power limiter (to 240 watts) and see if that makes any difference.

UPDATE: Nope, same issue occurred after increasing power limit, but I made it to the 4th match this time -- where is crashed on the loading screen

Lleifliddy 2024-02-02 github

I've seen issue like this where xorg was eating up all of the vram
https://github.com/ValveSoftware/steam-for-linux/issues/9638

But that doesn't seem to be the case here as Polaris-Win64-Shipping.exe seems to be the main culprit

+---------------------------------------------------------------------------------------+
| Processes:                                                                            |
|  GPU   GI   CI        PID   Type   Process name                            GPU Memory |
|        ID   ID                                                             Usage      |
|=======================================================================================|
|    0   N/A  N/A      2104      G   /usr/libexec/Xorg                          1080MiB |
|    0   N/A  N/A      3196      G   cinnamon                                    131MiB |
|    0   N/A  N/A      6687      G   ...,262144 --variations-seed-version=1      279MiB |
|    0   N/A  N/A     81994      G   ...local/share/Steam/ubuntu12_32/steam        3MiB |
|    0   N/A  N/A     82011      G   ...re/Steam/ubuntu12_64/steamwebhelper        4MiB |
|    0   N/A  N/A     83236    C+G   ...es\Win64\Polaris-Win64-Shipping.exe     6309MiB |
+---------------------------------------------------------------------------------------+
NNANISOREH 2024-02-02 github

@leifliddy In my case, if I always ever play in the same stage (didn't test if changing characters is the same), I don't notice a spike in VRAM usage over time. If I'm in player matches rematching the same person over and over again the VRAM usage is likely to stay the same. Whenever I start playing in different stages the memory usage goes up regardless of the stage (but heavier ones like Sanctum or Ortiz Farm are definitely worse). This makes the new ranked rules (ft2 and you're out of the set) a bit painful, because I need to restart the game for every 4-5 opponents I find.

Again, in some stages the usage is barely above 4gb when I first load them, but if I get back to those same conditions after cycling some other stages, the game now needs all the 5,8gb that it can get despite showing the very same assets it was showing before. Even when going back to the main menu after some gameplay in different stages, it shows a significantly higher VRAM usage than when I first boot the game.
So it's either a quirk of UE5 games ramping up the memory requirements slowly until reaching a "stable" point or something is failing to free up memory. I'd like to test it on Windows but I don't have access to a Windows system right now.

Lleifliddy 2024-02-02 github

I think I've sorted out a solution. The vram no longer gets progressively consumed. I need to fully test this out over the 2 days to ensure that it's not a fluke. I'll post an update on this sometime this weekend.

Lleifliddy 2024-02-02 github

So I modified and rebuilt the rpmfusion steam srpm -- and that worked for single character matches. But in the story mode where you're fighting an entire army - - the card just consistently crashes. After carefully reviewing the latest video cards, I decided to go with the Sapphire Nitro+ Radeon RX 7900 XTX Vapor-X AMD 24 GB GDDR6
I know how to install the nvidia card drivers with linux (I've been doing it for the last two years) -- but since the kernel natively supports AMD cards -- it's just so much easier to use AMD cards. I'll report back in a few days to see how the RX 7900 XTX is performing. TBH, I've been looking for an excuse to get an AMD card. Even though NVIDIA cards might be slightly better power-wise and feature-wise(ie dlss) ...etc. for the price point. I just don't want to deal with them anymore.
This might be my last post on the subject. According to steam the minimum requirments are are a Nvidia GeForce GTX 1050Ti but here's no way that's true.
https://store.steampowered.com/app/1778820/TEKKEN_8/#:~:text=System%requirements&text=OS%3A Windows 10 64-Bit,1050Ti%2FAMD Radeon R9 380X

I'll report back in week or two -- to review how the AMD RX 7900 XTX performs.

NNANISOREH 2024-02-02 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1923726175

Got it. Let me know how memory behaves now that you have plenty of it! It might make it even clearer if it's continuously asking more of it.

AAED-001 2024-02-02 github

I seem to be experiencing an issue where my frame-times become wildly inconsistent if my monitor's refresh rate is not set to 60Hz.

I also noticed this issue playing TEKKEN 7 on Proton, but it was not as bad to the degree as it seems to be in TEKKEN 8.

This issue does not seem to happen with high refresh rate monitors with TEKKEN 7/TEKKEN 8 on Windows.

Even though my game says 60FPS, the frametimes start fluctuating wildly when the monitor is set to 120Hz or 144Hz:
https://youtu.be/pRA6ginKOe4

Please look into this issue. It prevents Proton as a platform from being viable at all for competitive players, as the input lag decrease from a high refresh rate monitor (even though the game is 60FPS) is significant and makes online play much more enjoyable. With my monitor set to 60Hz on Linux, it feels worse than playing on the same monitor set to 60Hz on PS5.

I have tried capping my frame-rate with MangoHud, enforcing all types of VSync with MangoHud, messing with the graphics options in every way possible, custom refresh rates on my monitor, but I can't seem to stop the game's frame-times from going wild as soon as my monitor's refresh rate exceeds 60Hz.

This happens on both my Desktop (Fedora 39 Silverblue, Intel i9-9900K, AMD RX 6800) and my Laptop (Fedora 39 Silverblue, AMD Ryzen 6900HX, AMD Radeon 6800S).

System information

Computer Information:
Manufacturer: LENOVO
Model: LNVNB161216
Form Factor: Laptop
No Touch Input Detected
Processor Information:
CPU Vendor: AuthenticAMD
CPU Brand: AMD Ryzen 9 6900HX with Radeon Graphics
CPU Family: 0x19
CPU Model: 0x44
CPU Stepping: 0x1
CPU Type: 0x0
Speed: 4935 MHz
16 logical processors
8 physical processors
Hyper-threading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Supported
SSE41: Supported
SSE42: Supported
AES: Supported
AVX: Supported
AVX2: Supported
AVX512F: Unsupported
AVX512PF: Unsupported
AVX512ER: Unsupported
AVX512CD: Unsupported
AVX512VNNI: Unsupported
SHA: Supported
CMPXCHG16B: Supported
LAHF/SAHF: Supported
PrefetchW: Unsupported
Operating System Version:
Freedesktop SDK 23.08 (Flatpak runtime) (64 bit)
Kernel Name: Linux
Kernel Version: 6.6.13-200.fc39.x86_64
X Server Vendor: The X.Org Foundation
X Server Release: 12302004
X Window Manager: GNOME Shell
Steam Runtime Version: steam-runtime_0.20231127.68515
Video Card:
Driver: AMD AMD Radeon RX 6800S (radeonsi, navi23, LLVM 17.0.6, DRM 3.54, 6.6.13-200.fc39.x86_64)
Driver Version: 4.6 (Compatibility Profile) Mesa 23.3.2 (git-527d45230f)
OpenGL Version: 4.6
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 119 Hz
VendorID: 0x1002
DeviceID: 0x1681
Revision Not Detected
Number of Monitors: 2
Number of Logical Video Cards: 2
Primary Display Resolution: 2560 x 1600
Desktop Resolution: 4480 x 1600
Primary Display Size: 13.39" x 8.27" (15.71" diag), 34.0cm x 21.0cm (39.9cm diag)
Primary VRAM: 8192 MB
Sound card:
Audio device: ATI R6xx HDMI
Memory:
RAM: 15168 Mb
VR Hardware:
VR Headset: None detected
Miscellaneous:
UI Language: English
LANG: en_US.UTF-8
Total Hard Disk Space Available: 975137 MB
Largest Free Hard Disk Block: 767779 MB
Storage:
Number of SSDs: 1
SSD sizes: 1024G
Number of HDDs: 0
Number of removable drives: 0

UUnser395 2024-02-02 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913192781

I've tried to change the Nvidia drivers from the Beta Vulkan Drivers to 545.29.06 and the game is still unplayable, either with proton-GE, proton experimental or hotfix...Not sure if I can try anything else...

Ttemporaryroman0 2024-02-02 github

New proton hotfix "proton-hotfix-20240202-tekken" dropped, couldn't find any info on what it does however it seems our issue still persists.

The freshly booted game straight into ranked ("Yakushima" stage in practice) consumes about 6/8gb VRAM, 9/16gb RAM and 0gb SWAP, 80% gpu usage with my settings (TAAU 100%, ultra). Solid 60 fps on all stages.

This is what it looks like after an hour of playing when the slowdown begins. If swap is disabled, the game just crashes instead of slowdown.
99% GPU, however only 90 watt instead of usual 150.
VRAM maxed out, RAM and SWAP almost maxed out.
Screenshot_20240203_024948

My specs are:

  • GPU: GeForce RTX 2060 Super 8GB
  • RAM: 16GB with 8GB ZRAM swap partition.
  • Driver: NVIDIA 545.29.06
  • Kernel: 6.7.2-arch

UPD: Same behavior on wayland

Mmagoolachub 2024-02-03 github

System Information

  • GPU: AMD Radeon RX 6900 XT Phantom Gaming 16gb
  • Video driver version: mesa 23.3.4-2
  • Kernel version: 6.7.2-lqx2-3-lqx
  • System information report: gist
  • Proton version: Experimental (log provided is for experimental), also tested with GE-30 and Hotfix

steam-1778820.log

Symptoms

Any portion of game that requires connection to server is sluggish, including initial server connection before reaching main menu.
Will connect given enough time, however things that time out such as connections to other players are non-functional, as either the initial match confirmation will time out (seen here) or the loading screen after that will time out.

20240203192136_1

Further notes

May be entirely unrelated but not the first time I've noticed games running under wine/proton having strange networking issues, I had similar issues in Shadowverse where connections would often fail and taking any action that required communication with the server (including playing cards) would require far longer than expected compared to Windows or mobile. Most games have no issues.

UUnser395 2024-02-03 github

I have the same problem as magoolachub on another computer of mine where the game is working. I probably spend more time waiting for games than playing. I think the problem wasn't as bad a few days ago when the hotfix patch first fixed the network issues, but I'm not sure.

GPU : AMD Radeon RX 580
Driver Version : Mesa 23.1.9-manjaro1.1
Kernel Version : 6.5.13-7-MANJARO
Proton Version : Experimental (but tried GE and hotfix as well)

steam-1778820.log

NNANISOREH 2024-02-03 github

System Information

  • GPU: GeForce RTX 3060 Mobile / Max-Q (6GB VRAM)
  • Driver: NVIDIA 545.29.06
  • Kernel: 6.5.0-15-generic
  • DE: Cinnamon 6.0.4 (X11 session)
  • Proton version: Hotfix

Symptoms

With any combination of graphical settings, the game seems to be leaking VRAM. If I stay in the same stage, the VRAM usage does not grow at all. It only happens when cycling through different stages.
When my VRAM starts to fill up, I get FPS drops in game and the game crashes somewhere around the loading screen. Something happening around the loading screen seems suspect, because GPU usage suddenly spikes there, and whenever I'm there Mangohud is always reporting a VRAM usage increase compared to the last time I was there. Those VRAM usage increases are getting "stacked" onto the next stage I visit. If I keep the game running in the same exact stage even for many hours, the VRAM usage stays the same.

Reproduction

Easier way to reproduce this for me is to just play ranked. When I'm waiting for a match, I pick Underground Arena as a practice stage. The settings I'm using right now (DLSS quality, medium settings with low textures) use up more or less 4,4gb of VRAM when I first get there.
I play one set, I get sent back to practice in Underground Arena and I notice the VRAM usage on that very stage has gone up of about 100/200mb. I play another set, back to practice, another increase. Rinse and repeat until one of the stages I play in goes above the 5,8gb the card is willing to give the game and I drop FPS. At this point, I have to restart the game.

I also tried going to practice mode, playing a bit, then start going back and forth between only two stages. I see the same increases every time I switch.
Stage A: 4.4gb
Switch to Stage B: 4.7gb
Switch to Stage A: 4.5gb
Switch to Stage B: 4.8gb
Switch to Stage A: 4.7gb
Switch to Stage B: 5.0gb
I think you get the pattern.

  • This is the log from a ranked session:
    steam-1778820.log
  • This is the log from a game session where I did the stage switching experiment:
    steam-1778820_practice.log
  • This is the log from a session where I used medium texture to speed up the process where if the memory is full for a certain time the game freezes and forces me to terminate the process:
    steam-1778820_crash.log
GGlubb 2024-02-03 github

Sorry if I'm still posting about fatal error, most of the thread has gotten past this. I wanted to perform some troubleshooting today for the Fatal Error on launch. I really want to play on my PC instead of the steamdeck even if it's offline so I can fill up 10x Lili customization slots at max graphics...here's some steps I did.
Just to double check, installed a fresh EndevourOS, same thing, deleted it. Went back to Ubuntu.
-Tried RX550
Decided it might be Intel's mesa build.
-Newer Mesa version (tried kisak, oibaf, and intel's)
-Updated kernel
Might be something else?
-Cleared cache + disabled pre-cache
-moved from my raid btrfs to a local install
-Verified installation files + reinstalled
All the log files look the same, nothing pops out at me. I'm kind of lost, any ideas?

System Information
CPU: Intel i5-12400F
GPU: Intel Arc A770
GPU (secondary): RX 550
Kernel Version: 6.5.0-15-generic / 6.7.3-3-liquorix-amd64
Driver Version: Mesa 24.0.0-devel (git-3ca1f35cbf) / Mesa 24.1~git2402030600.d32d01~oibaf~m (git-d32d010 2024-02-03 mantic-o
Proton Version: Hotfix / GE-Proton8-30

steam-1778820-amd-rx550.log
steam-1778820-intel-arc-a770.log
steam-1778820-kernel-mesa-latest.log
steam-1778820-GE-8-30.log
steam-1778820-final-attempt.log

Lleifliddy 2024-02-05 github

@NANISOREH Yup, sounds like the same issue I was experiencing here: https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1922805882
I just replaced my Nvidia RTX 3070 with an AMD Nitro+ RX 7900 XTX Vapor-X 24GB and that vram issue does not occur with with this card. In fact, it rarely went above 8GB (the highest I've seen it go so far was 8.3GB)

Screenshot from 2024-02-05 01-52-26

So it's either an Nvidia driver issue or a steam/proton-related issue. TBH, I've been wanting to get an AMD card for ages anyway -- and this was just a convenient excuse. I mean my monitor only supports AMD Freesync (and not G-Sync), and I can just use the kernels' amdgpu driver with Fedora (it's good enough for me, I don't feel like I need to install the proprietary amdgpu-pro driver). The biggest cons of this card are the high power draw (although you can power limit it) and the fact that it's absolutely massive in size. Nvidia cards have better ray tracing and DLSS. But whatever, I'm just a casual gamer anyway, and buying this card was complete overkill for what I need it for -- but at least I shouldn't have to buy another one for another 5-10 years.
But, I digress -- I'm guessing this Nvidia vram stacking issue should be fixed in the near future. As the saying goes the squeaky wheel gets the grease so if enough people complain about it -- it'll get fixed at some point ; )

NNANISOREH 2024-02-05 github

@leifliddy Does it behave like I described but stops at 8gb usage, or does it never increase the VRAM usage for the same stage? It would do me a great favor if you would test the usage like I did in the reproduction section. I'd like to understand if it's an anomaly or it's just supposed to require more VRAM every time you change stage until it reaches 8gb.

HHeliozoa 2024-02-05 github

The game has been working well for me with the hotfix, however, one thing I have noticed that no matter how much I lower my graphics settings, even when my CPU and GPU usage are under 25% and 65% respectively, the "Processing Load" icon on the bottom right during online play keeps flashing red constantly. The red flashing is supposed to indicate frame drops that affect online play negatively, but it seems like there may be some issue with it on Linux, where it's unable to measure whatever it's measuring properly.

This isn't a serious problem since I don't believe there's any actual performance issue going on, in practice it's just a visual glitch. Still, I'd be happy to help debug this if there's anything I can do.

AAED-001 2024-02-05 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1927489640

I encountered a similar issue with TEKKEN 7 on Proton. Do you use a monitor with a refresh rate set higher than 60Hz? I have an issue where my frame times become very unstable in TEKKEN 8 if my monitor is set to 120hz or 144hz instead of 60Hz. I had this issue with TEKKEN 7 also and the computer performance indicator would randomly flash red for me too.

https://youtu.be/pRA6ginKOe4?si=vkarYadCxxVT3jq-

I am playing on PS5 until this is resolved because it does mess with inputs and perceived smoothness of the game and makes proton un-viable for competitive play. Setting your monitor to 60Hz and turning VSync on in the graphics menu fixes the frame-times and the red PC performance issue, but makes the input lag worse than PS5.

HHeliozoa 2024-02-05 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1927812491

You're right, I initially dismissed this because my frame times were not as inconsistent as yours in the video, in hindsight I just didn't remember how solid and steady they should be. While I wasn't able to replicate the effect of vsync/monitor refresh rate on the frame times, I did solve the issue for myself.

I remembered having a similar issue in T7 and tried looking up the Reddit post about it, only to find that you (or someone with a striking resemblance) wrote it!

https://www.reddit.com/r/linux_gaming/comments/vy3d9c/tekken_7_frametime_fix/

While the same fps_limit trick no longer worked for Tekken 8, setting the fps_limit_method to early did:

fps_limit=60
fps_limit_method=early

I don't know if this has any implications wrt. input lag, but I'm just happy to get rid of the slightly inconsistent frame times and the red flashing Processing Load icon.

AAED-001 2024-02-05 github

That's me!

Yeah, that work-around I posted for TEKKEN 7 works for TEKKEN 8 to get it to be smooth while your monitor is set to 120hz/144hz/165hz whatever but it still adds a significant amount of input lag (just like changing the monitor to 60Hz).

I ended up playing without that work-around towards the end of TEKKEN 7's lifespan because playing with the input lag disadvantage versus top-tier players was frustrating.

You'd go to execute an action anticipating your opponent's timing to fish a counter-hit, and then find out they already pressed and you got counter-hit for your entire HP bar (because you weren't able to react to their action in time because you had input delay and they didn't).

Playing without the work-around and dealing with the choppy looking image resulted in faster input times. It wasn't nearly as bad as TEKKEN 8's frame time inconsistency is on Proton, so I just dealt with it.

EDIT: I nuked all of the graphics settings to low and my render res to like 50% and the frametimes seem to be much more stable without any sort of vsync, changing refresh rate, or setting a frame cap.

I think this game is just THAT intense on GPUs and adding artificial delay with VSync or a frame limiter allows the game to be ran smoother at the cost of input lag. If you want the lowest input lag possible while having a smooth image, the graphics have to be nuked from orbit.

Rrbrauer 2024-02-06 github

If you're using an NVidia card and the nvidia-uvm (Unified Virtual Memory) module is loaded, try blacklisting and unloading it. This seems like it might be a solution for crashing, maybe someone can verify.

Edit:
I stand corrected, just got the crash with it unloaded.

QQwiggon 2024-02-06 github

Is anyone else unable to get the game to launch?

System Information

GPU: NVIDIA GeForce RTX 2070
Video driver version: nvidia 535.154.05
Kernel version: 5.4.0-162-generic
Link to full system information report as Gist
Proton version: Proton Experimental

steam-1778820.log

Symptoms

Game "running" but nothing happens. Nothing pops up. I see a Tekken 8 process running though.

Reproduction

Attempt to launch Tekken 8

MMikeysax 2024-02-07 github

Things were fine until recently and am unable to get past the start screen where Kazuya shows his face.

When I press a button to continue, Kazuya's face is frozen on the screen and the menu and music are audibly in the background. I can press the L1 and other buttons to hear the menu switch.

System Information

GPU: AMD Radeon RX 6900 XT
Kernel version: 6.7.0-204.fsync.fc39.x86_64 (64-bit)
Proton version: Proton Experimental, Proton Hotfix, GE-Proton8-29, GE-Proton8-30

OpenGL vendor string: AMD
OpenGL renderer string: AMD Radeon RX 6900 XT (radeonsi, navi21, LLVM 17.0.6, DRM 3.56, 6.7.0-204.fsync.fc39.x86_64)
OpenGL core profile version string: 4.6 (Core Profile) Mesa 23.3.5
OpenGL core profile shading language version string: 4.60
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile

OpenGL version string: 4.6 (Compatibility Profile) Mesa 23.3.5
OpenGL shading language version string: 4.60
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile

OpenGL ES profile version string: OpenGL ES 3.2 Mesa 23.3.5
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20

image

Symptoms

Game gets to the main menu, I press start, the 3D face of Kazuya is frozen on the screen, the main menu music and sounds are heard in the background but not visible.

Reproduction

Attempt to launch Tekken 8, go to main menu and press start

Nnumandev1 2024-02-07 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1920561576

did you get any solution for this error?

Nnumandev1 2024-02-07 · hidden on GitHub github

I am using macbook with crossover and getting this error whenever I open tekken 8

Wine C++ Runtime Library

Assertion failed!

Program: C:\Program Files (x86)\Steam\steamapps\common\TEKKEN 8 Playtest\Polaris\Binaries\Win64\Polaris-Win64-Shipping.exe File: ../../wine/dlls/winevulkan/loader_thunks.c Line: 2729

Expression: "!status"
Ttruetraffic 2024-02-08 github

I have the same problem as Mikeysax since around last friday. I tried all the listed Proton versions.
Proton version: Proton Experimental, Proton Hotfix, GE-Proton8-29, GE-Proton8-30

Systeminformation:
Operating System: Nobara Linux 39
KDE Plasma Version: 5.27.10
KDE Frameworks Version: 5.113.0
Qt Version: 5.15.12
Kernel Version: 6.7.0-204.fsync.fc39.x86_64 (64-bit)
Graphics Platform: X11/Wayland tested both
Processors: AMD Ryzen 5 3600
Graphics Processor: AMD Radeon RX 5700 XT

Edit:
The latest Nobara Update fixed the problem for me. Runs now with Proton Hotfix and GE-31

AAsharax 2024-02-09 github

When I click "Play online" buttons, I get a crash that says "buffer overflow detected". This doesn't occur when I play single player.

I get crash about 95% of times, I reconnect my BT controller before going online, and sometimes I can play the game.
But I'm not sure what is causing this. Maybe just idling in the game and then trying to go online game doesn't make it crash.

Edit: proton log
tekken8-log.txt

Proton version: Proton Experimental, Proton Hotfix, GE-Proton8-30
System information:
OS: Linux Mint 21.2
KERNEL: 5.15.0-92-generic
CPU: 11th Gen Intel Core i7-11800H @ 2.30GHz
GPU: NVIDIA GeForce RTX 3060 Laptop GPU
GPU DRIVER: NVIDIA 545.29.06
RAM: 16 GB

Aartashes-stepanian 2024-02-11 github

Game crashes when I click "Play Online": *** buffer overflow detected ***: terminated. No problems while playing offline.
steam-1778820.log
Proton version: Proton Experimental, Proton Hotfix
OS: Linux Mint 21.3 x86_64
Kernel: 5.15.0-94-lowlatency
Shell: bash 5.1.16
Resolution: 1920x1080
DE: Cinnamon 6.0.4
Terminal: gnome-terminal
CPU: AMD Ryzen 5 3600XT (12) @ 3.800
GPU: NVIDIA GeForce GTX 1660 SUPER
Memory: 4668MiB / 15883MiB

WWiiPlayer2 2024-02-11 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1936576429

I noticed something similar just now. Finally got into the online menu by pure chance and then I tested some things:
What I figured out so far is that if I press on "Tekken Fight Lounge" with my controller the buffer overflow happens but if I click on it with my mouse or with my keyboard then it will go to the online menu and after that I can return to the main menu and also enter using my controller.
A wild guess from me: maybe it has something to do with the way how button prompt icons are handled which might be too much or something while first entering the online menu idk.
Hope that helps someone else as well.

OS: Linux Mint 21.3 x86_64
Host: Z690 GAMING X DDR4
Kernel: 5.15.0-94-generic
Uptime: 1 hour, 27 mins
Packages: 2833 (dpkg), 64 (flatpak)
Shell: bash 5.1.16
Resolution: 1920x1080 @ 60.00Hz, 3440x1440 @ 144.00Hz
DE: Cinnamon 6.0.4
WM: Mutter (Muffin)
WM Theme: Mint-Y-Dark-Aqua (Mint-Y)
Theme: Mint-Y-Dark-Aqua [GTK2/3]
Icons: Mint-Y-Sand [GTK2/3]
Terminal: gnome-terminal
CPU: 12th Gen Intel i7-12700K (20) @ 4.900GHz
GPU: Intel AlderLake-S GT1
GPU: NVIDIA GeForce RTX 2070 Rev. A
Memory: 15.64GiB / 31.12GiB

Aartashes-stepanian 2024-02-11 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1937580223

Thank you for the answer, unfortunately it didn't solve my issue. Will play around with mouse/keyboard input, maybe something will come out of it.

Nnumandev1 2024-02-12 · hidden on GitHub github

it can only be fixed by enabling d3Dmetal

I am using macbook with crossover and getting this error whenever I open tekken 8

Wine C++ Runtime Library

Assertion failed!

Program: C:\Program Files (x86)\Steam\steamapps\common\TEKKEN 8 Playtest\Polaris\Binaries\Win64\Polaris-Win64-Shipping.exe File: ../../wine/dlls/winevulkan/loader_thunks.c Line: 2729

Expression: "!status"
AAlbertKovtoun 2024-02-12 github

Hello, I'm experiencing disconnection issues while playing Tekken 8 after a couple of matches when running it on Linux Mint 21.3 using Proton. I have tried several versions of Proton including Proton-GE 29, 30, 31, Proton Experimental, and a Proton Hotfix, but the issue persists. The disconnections occur randomly after a few matches, making online unplayable.

System Specifications:

OS: Linux Mint 21.3 x86_64
Kernel: 6.5.0-17-generic
CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz
GPU: NVIDIA GeForce RTX 3080 Lite Hash Rate

Game launch options: HOST_LC_ALL=de_DE.UTF-8 %command%
I have verified the game files, and checked my network stability, which seems fine for other applications and games. Has anyone experienced similar problems or have any recommendations to improve online stability with Tekken 8 and Proton?

Thank you in advance for any help!

steam-1778820.log

Edit: I connected to a VPN. Online worked flawlessly!

Pproudhon 2024-02-13 github

UPDATE: I Just had to use the right env variable in the launch options, I was trying to force dGPU with DRMI_PRIME= instead of DXVK_FILTER_DEVICE_NAME

System Information

GPU: Radeon AMD Radeon RX 7600M XT (MUX Switch set to dGPU only, same problem with hybrid)
Video driver version: 23.3.5
Kernel version: 1 6.7.4-arch1-1
Proton version: Experimental, Experimental (Bleeding Edge), Proton Hotfix, Protion-GE

Symptoms

The game is running at abysmal fps (something like < 0.05) and the whole system slows down to unusable performance although 15/16 cores are at 0-10% and RAM (64GB total) is mostly free, load avarage values are ~2.5. Also radeontop shows very light activity on the dGPU.

Since i've read that the game needs some time to compile shaders i left the laptop untouched for ~4h.
I closed the game and restart it and now i could easily get past the "Press any button screen" which previously took ~1h to get passed by.

After a few seconds in the main menu everything slowed down again and Kazuya's face turns low-res. I managed to activate the ingame fps-counter that shows 59fps (not true :stuck_out_tongue_closed_eyes: ).

What i have noticed is that a single child process named GameThread is actually using cpu: it is overloading a single core, spawns 170 threads and it is capped at 2.6G memory usage.

I tried running gamemoderun with cpu pinning on cores 0-15 but had no luck.
Is the game trying to compile shaders on a single core? Is there any way to edit the wineprefix and force multithreading?

KKBD20 2024-02-14 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1916060459

Did you get online matches in rooms working?
Quick match works for me vs pc players at least (on bleeding edge), but not in a room vs console players, not sure if it's crossplay or rooms that are failing

Tested with the lounge, seems like crossplay doesn't work, but pc - pc works fine (apart from crashing).

AAED-001 2024-02-15 github

Tested T8 on Proton for the first time in a couple weeks, just want to give other people who were following this thread a heads-up that it seems like Valve has fixed the crazy frame-times/stuttering/on 120hz/144hz monitors issue. I am able to play the game with VSync disabled with my monitor set to 144Hz and I do not get a stuttering image anymore with crazy frametime dips.

It seems to hold a frametime min of 15.6 and a max of 17.6 on avg now, which is much better compared to how unstable it was before and is more in-line with how T7 performed on proton with VSync disabled & the game running at 60FPS on a 144Hz monitor. Input lag feels great now.

There are some tiny performance hitches I still notice in rare scenarios, but I believe these are related to optimization issues with the game itself because I've noticed them playing on PS5 as well.

Thank you Valve!

AAlchnator 2024-02-15 github

I'm also having the buffer overflow issue.
it will connect to server during the main menu, but any attempt of doing anything online will crash the game with a buffer underflow

System specs

Linux Mint 21.3
Kernel:5.15.0-94-generic
RAM:16 GB
GPU Driver:NVIDIA 535.154.05
GPU:NVIDIA GeForce GTX 1070 Ti
CPU:AMD Ryzen 5 2600X Six-Core
Mmsmalik681 2024-02-15 github

My full system details are here https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1912569584 I had the issue with the game crashing when selecting any online game mode or even checking notifications. the only fix I found was to use PROTON_NO_ESYNC=1 but this badly effects my fps and lowering the settings does not help increase my fps. I am using nvidia drivers from flatpak on linux mint.

Aartashes-stepanian 2024-02-15 github

My full system details are here [#7444 (comment)](https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1912569584) I had the issue with the game crashing when selecting any online game mode or even checking notifications. the only fix I found was to use PROTON_NO_ESYNC=1 but this badly effects my fps and lowering the settings does not help increase my fps. I am using nvidia drivers from flatpak on linux mint.

didn't help me at all, I hope they fix this in the next patch, I'm all out of ideas

Aalohl669 2024-02-15 github

Compatibility Report

Name of the game with compatibility issues: TEKKEN 8
Steam AppID of the game: 1778820

System Information

GPU: Radeon RX 6800
Video driver version: 24.0.0
(23.3.5 same behaviour)
Kernel version: 5.15.0-94-generic
Proton version: Experimental, hotfix

I confirm:

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

Experimental

steam-1778820.log

hotfix

steam-1778820.log

Symptoms

The game just does not start nor show Shaders chaché pop-up. It shows no evidence of life.

AAlchnator 2024-02-17 github

i noticed that everyone with online problems were using 5.15 kernel i decided to update mine to 6.5 which was the highest mint's system updater has available, no command line options, proton experimental and crossplay on.

and now the buffer overflows issues are gone and online works. all my matches so far have been flawless. i'm yet to match with a cross play thou

Aartashes-stepanian 2024-02-17 github

i noticed that everyone with online problems were using 5.15 kernel i decided to update mine to 6.5 which was the highest mint's system updater has available, no command line options, proton experimental and crossplay on.

and now the buffer overflows issues are gone and online works. all my matches so far have been flawless. i'm yet to match with a cross play thou

THANK YOU! It solved not only my problem with Tekken online but also a bunch of other problems!

Aalohl669 2024-02-18 github

I built a 6.7.5 kernel version and installed it in my ubuntu 20.04 version, but the game still without show any evidence of life. Is really weird.

AAlessioDeMarino 2024-02-19 github

Sometimes my online games are capped at 16 fps . ONLY the online. Its frustating cause its only sometimes that this can happen.
Running POP.OS

Mmattipulkkinen 2024-02-19 github

Sometimes my online games are capped at 16 fps . ONLY the online. Its frustating cause its only sometimes that this can happen. Running POP.OS

If this only happens when playing against specific players, then look at their performance indicator in the bottom right of the screen. If that's red, then your opponent is playing on a literal toaster. In those cases the game is just going to run like a slideshow and there isn't much that you can do about that.

Nnamtsui 2024-02-20 github

I get a wifi symbol despite being on ethernet while waiting in standby in a custom room (usually reproducible with 3 people in a room). Is tekken 8 falsely detecting linux as wireless?

AAED-001 2024-02-20 github

Just a heads up to anyone who is having the 60FPS-but-choppy image issue-- if you have an AMD RDNA2 card, high performance mode needs to be forced so that 60FPS cap games do not look choppy.

I encountered this issue around 2 years ago with Elden Ring when it launched, since then I've re-installed my OS and forgot that it needs to be enabled on my system.

echo high | sudo tee /sys/class/drm/card0/device/power_dpm_force_performance_level does the trick. I made a bash script with this in it and then I have a systemd service that runs it at startup.

Mmsmalik681 2024-02-20 github

My cousin reported severe screen tearing was fixed by switching from wayland to x11 on pop os.

Nnamtsui 2024-02-20 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1953524995

Thanks! I was putting up with the choppy behavior and did not really notice until toggling between the auto and high states. This has removed the choppiness and it runs much better. I am using a 360 hz monitor with 6800 XT. I will apply it in elden ring, too.

Aalohl669 2024-02-20 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1947392545

I don't know how, but eventually, I made it run. I shifted to a proton 7 version(the game crashed after a few seconds but it finally showed evidence of life ). After that, I could play using proton hotfix.

Why does using an older version make it work?

AAsharax 2024-02-21 github

i noticed that everyone with online problems were using 5.15 kernel i decided to update mine to 6.5 which was the highest mint's system updater has available, no command line options, proton experimental and crossplay on.

and now the buffer overflows issues are gone and online works. all my matches so far have been flawless. i'm yet to match with a cross play thou

Can confirm, kernel update fixes online crash. Thanks for the heads up.

SScias 2024-02-22 github

I get a wifi symbol despite being on ethernet while waiting in standby in a custom room (usually reproducible with 3 people in a room). Is tekken 8 falsely detecting linux as wireless?

I can confirm this.
If your motherboard has a builtin WiFI adapter, even if you're only using Ethernet, you'll be labeled as a WiFi user.
Solution: Turn your WiFi off before starting the game. Doing this from the KDE/Plasma applet is enough for me.
See this for more info.

TTiZ-HugLife 2024-02-23 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1959748089

This is really concerning. It's the opposite of what Proton was doing with Street Fighter 6, showing you as wired even if you were wireless. But this will result in a lot of people skipping Linux users in matchmaking. Do we happen to know if the wi-fi toggle in the gaming session works as well? I can't test this myself just at the moment.

Ggofman 2024-02-23 github

Can someone give the exact and easiest / quickest reproduction details for the wifi symbol if possible? How to create such a room, is it possible to avoid people there to see the issue, or some other simple way?

Ssimifor 2024-02-24 github

The issue should be fixed in the current proton experimental bleeding edge.

Zzevlee 2024-02-24 github

It's still rather common for Tekken 8 to crash, typically right before loading into a match or practice mode. This typically occurs about once every hour or two. So far I have not found any setting which works around this error.

I am on Fedora 39 and use the negativo17 repo for my Nvidia drivers and Proton Hotfix. Changing to RPM Fusion or another version of Proton does not help. I am running the game using the Steam Flatpak.

Below is the text of the error to facilitate finding this message online. The error appears to correspond to the following line in the loader.c file: https://github.com/ValveSoftware/wine/blob/29350c138dd3bbeaf2ba40982ff225c8d019843e/dlls/winevulkan/loader.c#L645

Assertion failed!

Program: Z:\home\user\.var\app\com.valvesoftware.Steam\.local\share\Steam\steamapps\common\TEKKEN 8\Polaris\Binaries\Win64\Polaris-Win64-Shipping.exe
File: ../src-wine/dlls/winevulkan/loader.c
Line: 645

Expression: "!status"

Press OK to exit the program, or Cancel to start the Wine debugger.

Screenshot from 2024-02-24 00-06-32
steam-1778820.log

SScias 2024-02-24 github

Can someone give the exact and easiest / quickest reproduction details for the wifi symbol if possible? How to create such a room, is it possible to avoid people there to see the issue, or some other simple way?

From the Main Menu: Online > Player Match > Create Session. Create a room (you can set private slots to avoid others joining) then use the key to "Toggle Stay". Check the icon next to your character portrait in the players list.

Ssimifor 2024-02-24 github

@alohl669 it's possible the prefix was corrupt and switching proton versions forced them to be recreated
@zevlee could you link your full system information as a gist? Gist you can find this on steam → help → system information.
Have you tried to see if the issue happens faster by continuously exiting and entering matches?

Rrbrauer 2024-02-24 github

@zevlee
For me editing UE5's Engine.ini to disable texture streaming seems to prevent it from crashing with that assert. It still seems to use nearly all available VRAM after a while and then there is slowdown but I don't get that assert anymore.

I edited this:

~/.local/share/Steam/compatdata/1778820/pfx/drive_c/users/steamuser/Local Settings/Application Data/TEKKEN 8/Saved/Config/Windows/Engine.ini

Adding these lines to the end:

[SystemSettings]
r.TextureStreaming=0
Zzevlee 2024-02-24 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1962412171

Thank you for the tip! ~~I'm currently testing to see if adding __GL_THREADED_OPTIMIZATIONS=0 to the launch options works. I noticed the same error in the steam log as one that was found in Elite Dangerous. See: https://github.com/ValveSoftware/Proton/issues/150#issuecomment-1848610458~~

it's possible the prefix was corrupt and switching proton versions forced them to be recreated @zevlee could you link your full system information as a gist? Gist you can find this on steam → help → system information.

Here is the system information you requested: https://gist.github.com/zevlee/aa319fa9cfc5f40b3038a54a646706d2

Have you tried to see if the issue happens faster by continuously exiting and entering matches?

I managed to reproduce the issue quickly by switching stages in practice mode repeatedly. I'm testing to see if this error still occurs with __GL_THREADED_OPTIMIZATIONS=0 in the launch options.

Ssimifor 2024-02-24 github

@zevlee that variable should make no difference, that's for opengl and not vulkan.
Also, I tried to reproduce the issue on an amd card with proton experimental bleeding edge. I couldn't get the game to crash even when my VRAM got full.

@rbrauer Could you share your computer's specs? You can find this on steam → help → system information.

Rrbrauer 2024-02-25 github

@simifor

System Information
Computer Information:
Manufacturer: ASRock
Model: B550 Phantom Gaming 4/ac
Form Factor: Desktop
No Touch Input Detected
Processor Information:
CPU Vendor: AuthenticAMD
CPU Brand: AMD Ryzen 5 3600 6-Core Processor
CPU Family: 0x17
CPU Model: 0x71
CPU Stepping: 0x0
CPU Type: 0x0
Speed: 4208 MHz
12 logical processors
6 physical processors
Hyper-threading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Supported
SSE41: Supported
SSE42: Supported
AES: Supported
AVX: Supported
AVX2: Supported
AVX512F: Unsupported
AVX512PF: Unsupported
AVX512ER: Unsupported
AVX512CD: Unsupported
AVX512VNNI: Unsupported
SHA: Supported
CMPXCHG16B: Supported
LAHF/SAHF: Supported
PrefetchW: Unsupported
Operating System Version:
"Arch Linux" (64 bit)
Kernel Name: Linux
Kernel Version: 6.7.6-arch1-1
X Server Vendor: The X.Org Foundation
X Server Release: 12302004
X Window Manager: KWin
Steam Runtime Version: steam-runtime_0.20231127.68515
Video Card:
Driver: NVIDIA Corporation NVIDIA GeForce GTX 1660/PCIe/SSE2
Driver Version: 4.6.0 NVIDIA 535.154.05
OpenGL Version: 4.6
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 143 Hz
VendorID: 0x10de
DeviceID: 0x2184
Revision Not Detected
Number of Monitors: 1
Number of Logical Video Cards: 1
Primary Display Resolution: 1920 x 1080
Desktop Resolution: 1920 x 1080
Primary Display Size: 20.87" x 11.81" (23.98" diag), 53.0cm x 30.0cm (60.9cm diag)
Primary VRAM: 6144 MB
Sound card:
Audio device: USB Mixer
Memory:
RAM: 128737 Mb
VR Hardware:
VR Headset: None detected
Miscellaneous:
UI Language: English
LANG: en_US.UTF_8
Total Hard Disk Space Available: 714105 MB
Largest Free Hard Disk Block: 504397 MB
Storage:
Number of SSDs: 4
SSD sizes: 8001G,8001G,1000G,0B
Number of HDDs: 0
Number of removable drives: 0

Based on the discussion here, I would guess the assert only happens on NVidia with less than 8GB VRAM.

Zzevlee 2024-02-25 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1962412171

Unfortunately, I can confirm that a crash still occurs even when following your advice of changing the Engine.ini file to disable texture streaming.

NNANISOREH 2024-02-25 github

@rbrauer Could this be related to the VRAM leak issue I've detailed some time ago? I've encountered that crash too, but in my experience it only happens when the texture quality is set to medium or higher. If i set it to low, I only see the VRAM usage grow every time I reload the match.

SScias 2024-02-25 github

I also experience the VRAM leak issue that ultimately leads to stutters and crashes on my NVIDIA laptop.

Slowly goes up everytime the stage or characters changes.

System Information

Computer Information:
Manufacturer: LENOVO
Model: LNVNB161216
Form Factor: Laptop
No Touch Input Detected
Processor Information:
CPU Vendor: AuthenticAMD
CPU Brand: AMD Ryzen 7 5800H with Radeon Graphics
CPU Family: 0x19
CPU Model: 0x50
CPU Stepping: 0x0
CPU Type: 0x0
Speed: 4463 MHz
16 logical processors
8 physical processors
Hyper-threading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Supported
SSE41: Supported
SSE42: Supported
AES: Supported
AVX: Supported
AVX2: Supported
AVX512F: Unsupported
AVX512PF: Unsupported
AVX512ER: Unsupported
AVX512CD: Unsupported
AVX512VNNI: Unsupported
SHA: Supported
CMPXCHG16B: Supported
LAHF/SAHF: Supported
PrefetchW: Unsupported
Operating System Version:
"Arch Linux" (64 bit)
Kernel Name: Linux
Kernel Version: 6.7.5-arch1-1
X Server Vendor: The X.Org Foundation
X Server Release: 12101011
X Window Manager: KWin
Steam Runtime Version:
Video Card:
Driver: NVIDIA Corporation NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2
Driver Version: 4.6.0 NVIDIA 545.29.06
OpenGL Version: 4.6
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 165 Hz
VendorID: 0x10de
DeviceID: 0x24dd
Revision Not Detected
Number of Monitors: 1
Number of Logical Video Cards: 1
Primary Display Resolution: 2560 x 1600
Desktop Resolution: 2560 x 1600
Primary Display Size: 0.63" x 0.39" (0.71" diag), 1.6cm x 1.0cm (1.8cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 8192 MB
Supported MSAA Modes: 2x 4x 8x 16x
Sound card:
Audio device: Nvidia GPU 9e HDMI/DP
Memory:
RAM: 15846 Mb
VR Hardware:
VR Headset: None detected
Miscellaneous:
UI Language: English
LANG: fr_FR.UTF-8
Total Hard Disk Space Available: 61440 MB
Largest Free Hard Disk Block: 20132 MB
Storage:
Number of SSDs: 1
SSD sizes: 0B
Number of HDDs: 0
Number of removable drives: 0

No issue on my AMD RX580 desktop. Can play for hours without crash or the VRAM filling completely.

Rrbrauer 2024-02-25 github

@NANISOREH
I just got done running "Exciting Replay" mode for over an hour without hitting the assert.

I was testing because @zevlee said they still got the crash with texture streaming disabled. I had disabled Steam shader caching as well and wanted to see if it would crash with it re-enabled. I checked after seeing your comment and my texture quality setting is on medium.

I wouldn't be surprised if turned out to be related to an NVidia driver bug with VRAM management though.

These are the environment variables I'm using:
LD_BIND_NOW=1 PROTON_HIDE_NVIDIA_GPU=0 PROTON_ENABLE_NVAPI=1 WINE_DISABLE_VULKAN_OPWR=1 %command%

Kkisak-valve maintainer 2024-02-25 github

TEKKEN 8 Black Screen

Issue transferred from https://github.com/ValveSoftware/Proton/issues/7522.
@AtomsForHire posted on 2024-02-25T16:38:31:

Compatibility Report

  • Name of the game with compatibility issues: TEKKEN 8
  • Steam AppID of the game: 1778820

System Information

  • GPU: AMD ATI Radeon RX 6600M
  • Video driver version: Mesa 23.3.5
  • Kernel version: 6.7.5
  • Link to full system information report as Gist: Gist
  • Proton version: Hotfix
  • OS: Nobara 39

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.

steam-1778820.log

Symptoms

Unable to launch into main menu, but can view the splash screen and intro cinematic with sound. During the splash screens, everything feels fine but when trying to load the main menu screen GPU usage drops to 0. Can't even see Kazuya's face, just a black screen and the whole system feels choppy. Tried on both KDE X11 and Hyprland.

Reproduction

  1. Launch game with proton hotfix
Ssimifor 2024-02-25 github

@AtomsForHire The game works for me on a similar setup (rx 6600) on both experimental (what your log used) and hotfix in both mesa 24.0.1 and 23.3.5. Looking at your system information and your proton log, you can see that renoir is mentioned, the game is using your apu instead of your dedicated gpu.

IF running DRI_PRIME=0 glxinfo | grep "OpenGL renderer" in your terminal returns the apu, then you can try setting the launch parameter for the game on steam to use DRI_PRIME=1 %command% though you usually shouldn't need to set these things yourself unless you set something yourself elsewhere.

If you set it through an environment variable it should appear when running printenv | grep PRIME.

Nnamtsui 2024-02-25 github

Can someone give the exact and easiest / quickest reproduction details for the wifi symbol if possible? How to create such a room, is it possible to avoid people there to see the issue, or some other simple way?

@gofman

Online
Player Match > Create Session
Private Slots 7
Create Session
press semicolon (;) for toggle stay
ethernet or wifi indicator in member list to the left of your profile picture

This is important for ranked matchmaking because I have gotten rejections before (if an opponent does not want to play someone on wifi). As noted, disabling built in wifi right clicking on the networking icon in xfce or by using rfkill to soft block restores the ethernet icon. (The ethernet icon is a sequence of rising bars like on a cellphone to indicate signal strength.)

Ssimifor 2024-02-26 github

@namtsui gofman actually pushed a fix just a few hours after he wrote that. If you still have the issue when using proton experimental bleeding edge you'll have to report it.

AAtomsForHire 2024-02-26 github

@AtomsForHire The game works for me on a similar setup (rx 6600) on both experimental (what your log used) and hotfix in both mesa 24.0.1 and 23.3.5. Looking at your system information and your proton log, you can see that renoir is mentioned, the game is using your apu instead of your dedicated gpu.

IF running DRI_PRIME=0 glxinfo | grep "OpenGL renderer" in your terminal returns the apu, then you can try setting the launch parameter for the game on steam to use DRI_PRIME=1 %command% though you usually shouldn't need to set these things yourself unless you set something yourself elsewhere.

If you set it through an environment variable it should appear when running printenv | grep PRIME.

The output of DRI_PRIME=0 glxinfo | grep "OpenGL renderer" is OpenGL renderer string: AMD Radeon Graphics (radeonsi, renoir, LLVM 17.0.6, DRM 3.57, 6.7.5-200.fsync.fc39.x86_64).

And the output of DRI_PRIME=1 glxinfo | grep "OpenGL renderer" is OpenGL renderer string: AMD Radeon RX 6600M (radeonsi, navi23, LLVM 17.0.6, DRM 3.57, 6.7.5-200.fsync.fc39.x86_64)

Running TEKKEN with DRI_PRIME=1 %command% doesn't seem to change anything. This is the steam log (this time using hotfix, sorry about that) after removing the old log
steam-1778820.log

printenv | grep "PRIME" does not show anything.

One thing I'd like to note is that after upgrading to Nobara 39, amdgpu crashes a lot. The crash has been happening since kernel 6.5-ish, but now it just happens back to back as I type this. I'm not sure if it is related to TEKKEN specifically, but I am trying to investigate this too.

Aalohl669 2024-02-28 github

@alohl669 it's possible the prefix was corrupt and switching proton versions forced them to be recreated

I'm not sure, I tried many times changing the proton version among 8.X variants(including GE) even removing its prefix folder.

AAED-001 2024-02-28 github

After much troubleshooting the past 3 days, I am 100% convinced that the frame-time spiking issues I have been having with TEKKEN 8 is because the game or Unreal Engine is designed with a frame buffer/delay in mind, and certain things are queued up one after the other and are expected to arrive at the same time with some sort of frame-cap/vsync enforcement.

With a power profile set on my Radeon RX 6800 to make sure that it is ramping up properly & fps_limit=60 and fps_limit_method=early in my MangoHUD config, the game runs flawlessly smooth like the PS5 counterpart.

Without these constraints, the game is a completely random frame-time stuttery mess with no rhyme or reason. I tried to make sense of it the past few days adjusting all sorts of things on my PC to compensate, and it all just seemed like placebo. Just putting this out there so that nobody else makes the mistake of chasing the low-latency dragon-- the game is designed the way it is for a reason.

AAED-001 2024-03-01 github

UPDATE on my stuttering issue:
It turns out my CPU (Intel i9-9900k) was just down-clocking itself for no reason. It is not overheating, the motherboard that it's installed in is a nice one (Z390 Aorus Ultra), I got a brand new PSU to make sure that it wasn't a power issue since my old PSU was on the weaker side. Running the game with the gamemoderun launch option & my RDNA2 GPU power profile set to high makes it display perfectly smooth with no vsync or external frame-capping needed, the frame-time stutters are completely gone.

For whatever reason, my laptop's CPU (Ryzen 5900HX) does not require me to use gamemoderun launch option to have the game display perfectly smooth. I only need to set my RDNA2 GPU power profile to high and it just works. I am not sure why I need the gamemoderun launch option to tell my desktop's CPU to go ham.

I am upset with myself for not thinking of this sooner. I used to use gamemoderun a long time ago back in the early days of proton, but I guess I forgot at some point that it was a thing after X amount of re-installs because everything started working so nicely out of the box.

What tipped me off today was the fact that my CPU was only running at 20% load & 40C with just the game open, nothing else, and it was stuttering like crazy. Forcing high CPU performance with gamemoderun results in the same 20% CPU load, but temps of 60C on my CPU, and no stuttering.

KKBD20 2024-03-04 github

I don't know if it's the latest Proton Bleeding Edge or Tekken 8 update (or even kernel? 6.7.8-arch1-1), but crossplay works now, only tested it in fight lounge though.

Edit: Tested again with a friend in a room and fight lounge, + a random, and it failed - my guess is when it worked the other player was on xbox.

Mmatthewruffell 2024-03-05 github

Hi Paul @gofman,

I am running into an issue with crossplay with proton bleeding edge on arch, and PS5 users.

We can reproduce in:

  • Rooms (Online > Player Match > Create Session > PS5 or linux can host)
  • Arcade machines

In the Player Match rooms, if the linux and PS5 users accept the battle, the linux user goes to character select, and the PS5 user just sees "Getting ready for the match". The PS5 player never progresses to character select.

We did a packet capture with tcpdump, and we see UDP on port 42441 being sent to 50108, and the PS5 replying with ICMP destination unreachable: port unreachable.

Multiplayer works fine with other PC users.

Any suggestions to debug? Is there tracing / logging for WINE's http stack? I can help debug with my PS5 if you wish, we could jump on libera.chat and debug.

Thanks,
Matthew

Zzevlee 2024-03-06 github

I have a new error message that occurs once every hour or so. It takes the place of the error I mentioned in my previous comment here: https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1962273617. This new error message has been popping up ever since the v1.02.01 Tekken 8 update.

Assertion failed!

Program: Z:\home\user\.var\app\com.valvesoftware.Steam\.local\share\Steam\steamapps\common\TEKKEN 8\Polaris\Binaries\Win64\Polaris-Win64-Shipping.exe
File: ../src-wine/dlls/winevulkan/loader_thunks.c
Line: 3119

Expression: "!status && "vkCreateSwapchainKHR""

Press OK to exit the program, or Cancel to start the Wine debugger.

Screenshot from 2024-03-06 15-28-57

NNinthPixel 2024-03-10 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1979738454

Hope to see this issue addressed (even though I only try stable/experimental or Glorious Eggroll versions of Proton). It really is the last remaining problem I am having with the game. Fairly annoying that Tekken itself doesn't tell you who is Xbox or PS5 (just shows a console), so we will only know the problem is addressed by bugging our PS5 friends to try again.

JJoonasPitk 2024-03-17 github

no vsync or external frame-capping needed

As a side note, I noticed that the game starts to occasionally drop inputs if the frame rate is capped at 60 via MangoHud.

22meito 2024-03-19 github

I'm getting a "!status && "vkGetSwapchainImagesKHR"", instead of the createswapchain error when I try to run Tekken 8...
image

KKBD20 2024-03-22 github

It seems like crossplay with PS5 works on Linux for some people, a friend tried on his Steam Deck with default settings, and someone on Reddit with an AMD GPU (unlikely relevant) on EndeavourOS (arch) also had no issues (on bleeding edge).

I'm also on EndeavourOS with issues, so I don't think it's the distro (or just the distro at least).

Ddydzio0614 2024-03-22 github

@KBD20 @matthewruffell @NinthPixel maybe it is related to having internet provider / setup when both you and your opponent have restricted NAT? double router, internet provider blocking ports or similar stuff

IDK if/how NAT hole punching works for tekken matchmaking

and yep, i also have that issue + python NAT type checker says I have restricted NAT

Ddydzio0614 2024-03-22 github

Funny coincidence that I have own issue to post today - after today's updates to steam games tekken 8 is crashing a lot with popup saying "fatal error" - proton experimental, proton 9.0 beta and proton hotfix all result in game crashing regularly

OS: kubuntu 22.04 LTS with HWE enabled
CPU: AMD Ryzen 9 7900X
GPU: RX 6950 XT

Tterupyon 2024-03-24 github

It seems like crossplay with PS5 works on Linux for some people

Reporting in, regularly match against PS5 players in ranked mm, play with a PS5 user in private room/session every week (both PC and PS5 host working). Don't know what relevant info to share, here are some basics:

System Information

KKBD20 2024-03-24 github

@terupyon I can think of 2 possibilities, one is NAT as @dydzio0614 mentioned using natchecker (installed with pip/pipx) - seeing if NAT is restricted or not for someone who can crossplay will help further identify.

Another thought I had was firewall - my friend with a SteamDeck could crossplay fine, Decks firewall is just a basic iptables setup, so sudo iptables -L from you (and any Deck user) could help.

KKBD20 2024-03-24 github

@dydzio0614 I think the crashing issue may be the game itself - Windows users get that too, but I'm unsure if the error was 'fatal error' or not.

Ddydzio0614 2024-03-25 github

@KBD20 but i crash like 3 times per hour since proton update, before that i was crashing like once per 3 days

KKBD20 2024-03-25 github

@dydzio0614 Ah, that is a lot - is it the same for stable versions of proton? (8.xx etc.).
I haven't had this so maybe not strictly Proton. Only things I can think of is verifying game files or resetting the prefix (deleting the compdata and have Steam recreate it).

Ddydzio0614 2024-03-25 github

No, its not the same for stable version of proton (no crash) but that version doesn't have online play fix from end of january which makes it unplayable in another way for me. I can tell that proton 8 is better because crash also occurs in singleplayer

KKBD20 2024-03-25 github

For some reason when I tried Proton 8 recently (last week or so), online worked fine (aside from crossplay), maybe a game update fixed it? Then again I only tested in a room, not quick/ranked.

CCharlExMachina 2024-03-26 github

Having an issue with this game.

I have a Ryzen 9 7950X and a Radeon RX 7900 XTX. The game won't get past the opening cinematic. Once I skip the cinematic, instead of showing the game menu, the entire system will lag severely, making the interaction with any UI element incredibly slow. After I close the game from Steam, the PC's performance returns back to normal

Tterupyon 2024-03-26 github

Update in regards to working PS5/crossplay matchmaking.

I'm behind Restricted Cone NAT and use very basic/bare-bones nftables ruleset on my PC. I'm including nft ruleset from Steam Deck, I tested it back before hotfix for online matchmaking was released. Successfully played a few rounds with a PS5 player in a private session before pre-hotfix DC kicked in. Posting both rulesets as gist since the deck one is fairly long.

KKBD20 2024-03-26 github

@terupyon For pc, was that with iptables or nftables? And is the gist from /etc/iptables/inet-filter?
That files absent - I wonder if the issue is from lack of filters, not their presence.

Tterupyon 2024-03-26 github

It's nftables for both PC and Deck (that's default ruleset for Deck, I didn't touch it), printed with nft list ruleset No files involved.

Qqb-0 2024-03-27 github

Hi guys, I'm having the same crossplay issues with PC / PS5 on my end (Manjaro, GE Proton 9.2) in lobbies.

I would like to help filter out the error, as I have a PS5 with Tekken 8 and a PC at home. Unfortunately, I need help with this, as I am not very experienced. Feel free to add me on Discord: qb#2308.

22meito 2024-03-27 github

I'm getting a "!status && "vkGetSwapchainImagesKHR"", instead of the createswapchain error when I try to run Tekken 8... image

Has no one had the same issue? Maybe I have to reinstall tekken...

KKBD20 2024-03-27 github

@qb-0

I would like to help filter out the error, as I have a PS5 with Tekken 8 and a PC at home. Unfortunately, I need help with this, as I am not very experienced. Feel free to add me on Discord: qb#2308.

I think from what I've found the issue may be firewall related rather than network (or NAT related)?
Have you altered anything? Either way check what you have (firewalld, nftables iptables etc.) and check the active ones' rules.

Also to clarify, you can't crossplay vs a local PS5? If so that helps makes testing easier.

Qqb-0 2024-03-28 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-2024171999

No I can't crossplay versus my own PS5 which is in the same Network.

There should be no firewall activated. Following commands have been checked:

sudo systemctl status nftables

     Loaded: loaded (/usr/lib/systemd/system/nftables.service; disabled; preset: disabled)
     Active: inactive (dead)
       Docs: man:nft(8)

sudo iptables -L

Chain INPUT (policy ACCEPT)
target     prot opt source               destination         

Chain FORWARD (policy ACCEPT)
target     prot opt source               destination         

Chain OUTPUT (policy ACCEPT)
target     prot opt source               destination  

sudo iptables -t nat -L

Chain PREROUTING (policy ACCEPT)
target     prot opt source               destination         

Chain INPUT (policy ACCEPT)
target     prot opt source               destination         

Chain OUTPUT (policy ACCEPT)
target     prot opt source               destination         

Chain POSTROUTING (policy ACCEPT)
target     prot opt source               destination
KKrystian-D 2024-03-28 github

Getting to the splash screen shortly after box with "Fatal error" pops up
steam-1778820.log

System Info

Operating System: EndeavourOS
KDE Plasma Version: 6.0.2
Kernel Version: 6.8.1-arch1-1 (64-bit)
Graphics Platform: Wayland
Processors: 12 × AMD Ryzen 5 3600 6-Core Processor
Memory: 31,3 GiB of RAM
Graphics Processor: Mesa Intel® Arc 770A

KKBD20 2024-03-29 github

@qb-0 So that means either:

It's something else entirely.

Or it's a lack of a firewall rule that's present in Steam Decks and some desktops like @terupyon has.

Actually, @terupyon do you think you're willing to see if crossplay fails if you temporarily disable nftables?

Tterupyon 2024-03-29 github

@KBD20 Crossplay works perfectly fine with flushed ruleset and service disabled. Last month I played on kernel compiled with CONFIG_NETFILTER=n, also no issues. Going by my case firewall (or lack of it) seems unlikely to be related to this issue, but others with working crossplay would have to chime in.

KKBD20 2024-03-29 github

So it's something else entirely, just need to figure out what that is...
It seems a few other issues, like the crashing, is caused by some unknown variable, and not proton (or other obvious types of causes).


I ran the game with PROTON_LOG=1 PROTON_DUMP_DEBUG_COMMANDS=1 and tried crossplay ranked for a bit, and saw 6 instances of 27942.878:0060:006c:warn:seh:dispatch_exception RPC_S_SERVER_UNAVAILABLE exception (code=6ba) raised - I'm not sure if that has anything to do with it or not, but it is referring to server, I'll try with debug on in a crossplay room at some point.

When I looked it up I only got results on dispatch_exception relating to crashes, so maybe this is relevant to those getting crashes too.

Qqb-0 2024-04-01 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-2027792862

I've ran Tekken with the same variables and tried 3 games with my local PS5. Unfortunately I don't see anything noticeable. Maybe someone else can check out the log.
steam-1778820.log

KKBD20 2024-04-04 github

@qb-0 Yeah your log is similar to mine (although you got 7 RPC_S_SERVER error, I get 6).
steam-1778820.log

I also tried 'fixing' this error the Windows way (regedit via protontricks), but no changes there. Same with starting rpcbind (native).

@terupyon Can you upload your log to rule in/out if the RPC error is related? Also an installed package list, probably only needed from SteamDeck (if it even lets you), unless that infos online somewhere.

Mmsmalik681 2024-04-04 github

I also can't connect to ps5 users.

Tterupyon 2024-04-04 github

@KBD20 Ranked MM, 1 set vs PC (wired), 1 set vs PS5 (wi-fi), 6 matches total (in case it's relevant in parsing) steam-1778820.log
Package list with versions for both Deck and PC (no judging please).

I'll test crossplay on Deck again when I have some time because it was a while ago. It will also provide log for crossplay in private session/room, so one stone and all.

UUranusPeregrine 2024-04-09 github

Hey everyone. I am also having problems with network matchmaking. Not only crossplay, but also with other PC users. For me I play one match and when we both try to rematch it disconnects me from the other PC user. Sometimes I even disconnect from the PC player before the first match begins (screenshot included)
tekken8noconnection

Console matches don't even happen. Please see the video here:

https://www.twitch.tv/videos/2114685593?t=01h51m56s

I want to help with issue and solve it so everyone can play peacefully.
Please tell me what I can do.

KKBD20 2024-04-10 github

@terupyon So I've taken out packages that your SteamDeck and my EndeavourOS do have in common (900 or so to 700 or so), then removed what your PC and Deck (after stripping versions) don't have in common, which is 246 packages - hopefully I can get the numbers down with more working crossplay (and non-working) package lists (if that even is the variable.
Btw, are your deck packages default/close to default, or have you added/removed some?

@UranusPeregrine I'm not sure about your PC to PC online issue, what version of Proton are you using? (experimental or hotfix should help), as for crossplay could you share a package list (may help round things down)?

Tterupyon 2024-04-10 github

@KBD20 Nothing was removed. Installed only Decky Loader and EmuDeck with some emulators. The former doesn't seem to have any dependencies, the latter has steam jq zenity flatpak unzip bash, so it's default/as close to. Emulators come from flatpak so not relevant.
Are you taking package version in consideration? IF (and that's a big if) this issue is related to a package outside of the scope of wine/proton, it could be some particular regression or feature missing.

You really need more data from people with working crossplay, with only one data set it's a needle in a haystack situation. I'll try to make some time over the weekend to install Arch/EndeavourOS/similar on a spare disk and check if it's working on a clean install with my hardware and ISP.

UUranusPeregrine 2024-04-10 github

@KBD20 Thanks for your reply. The thing with PC2PC is weird too I think.
I am using Proton Experimental for TK8 atm.
I attached a list of my installed packages.

PackageList.txt

Below are my system specs.

OS: Arch Linux x86_64
Host: B550M PG Riptide
Kernel: 6.8.4-arch1-1
Packages: 1372 (pacman), 7 (flatpak)
DE: Plasma 6.0.3
WM: kwin
CPU: AMD Ryzen 5 5600G with Radeon Graphics (12) @ 4.464GHz
GPU: AMD ATI Radeon RX 5700
Memory: 8842MiB / 31966MiB

KKBD20 2024-04-13 github

@terupyon I did take versions into account when comparing my system to your deck, but not the remainder and your PC.

I also noticed another issue: I get a (fake/false positive) server maintenance message, kicking me out of rooms (but I can immediately rejoin), seems slightly different to other connection issues that have been reported (could just be a PC issue).

Mmoonman232 2024-04-15 github

Ive had the issue with not working crossplay from Linux PC to PS5 on several distros, but recently decided to give bazzite a try.
With bazzite, somehow crossplay from Linux to PS5 works for me, unlike with the others i tried (Linux Mint, EndeavourOS, Debian, CachyOS, Kubuntu)
Unfortunately i really dont know why it works on bazzite, and on the others it doesnt.
Im not too familiar with Linux since ive been using Windows almost my whole life, but i really want to help.
What could be the reason?

UUranusPeregrine 2024-04-15 github

An update to my status. I found out that the problem with T8 for me was my router. When I directly connected my PC to my modem, everything works completely fine with no issues. I am using a Netgear X500 with DumaOS on it. Something in the DumaOS settings is restricting the connection to T8 servers. I guess for now, I have to connect directly into my modem if I want to play T8 online with others.

Qqb-0 2024-04-16 github

An update to my status. I found out that the problem with T8 for me was my router. When I directly connected my PC to my modem, everything works completely fine with no issues. I am using a Netgear X500 with DumaOS on it. Something in the DumaOS settings is restricting the connection to T8 servers. I guess for now, I have to connect directly into my modem if I want to play T8 online with others.

Can't confirm that this is the solution. Updated today to GE 9.4 and tried with a direct ethernal cable to my machine today. Still the same crossplay issues with ps5 gamers.

Mmoonman232 2024-04-18 github

Can confirm that it is also working on Fedora 39 Workstation out of the box. I think this is because the way fedora sets up the internet connection compared to others like Linux Mint or others. On Fedora 39, i have my LAN Connection which is called eno1, but also i have a connection called lo which is for loopback from what ive read in the official documentation.
If i disabled this loopback interface in the Network manager, Crossplay in TEKKEN 8 would not work anymore with PS5.
But if i turn it back on, Crossplay from PS5 to Linux works again. So could this be that Linux Mint for example doesnt have loopback set up properly, and thats why Crossplay is not working there, but for fedora it works? Is there a way to check this?

Gonna stay on Fedora till its figured out, but to be honest, i just wanna go back to Linux Mint :D So if there is any way to set up the network in Linux Mint like it is in Fedora, to make Crossplay work please let me know.....

KKBD20 2024-04-20 github

In case it's a package issue, I think I've refined it to:

bc
cron
evtest
*libreoffice
*man
mandoc
messagebus
mpc
mpd
nullmail
p7zip
pcap
plasma-wayland-protocols
polkitd
*portage
*sshd
w3m
xbindkeys

Using cat sort and uniq for software that only systems with crossplay working have, but I may have made mistakes since I know the items marked with * are wrong, so I may need to try again.
Edit here: based on the descriptions, most are these seem irrelevant except maybe pcap (I have libpcap) outside of version differences.

@moonman232
I have an lo on my EndeavourOS system with no crossplay, and my Fedora35 VM doesn't that I can find - can you share what your lo network settings look like in case they differ?
I have also found someone on reddit with my OS with working crossplay - maybe a more recent ISO install has different defaults.

Mmoonman232 2024-04-20 github

lo: flags=73<UP,LOOPBACK,RUNNING> mtu 65536
inet 127.0.0.1 netmask 255.0.0.0
inet6 ::1 prefixlen 128 scopeid 0x10
loop txqueuelen 1000 (Lokale Schleife)
RX packets 2885 bytes 396155 (386.8 KiB)
RX errors 0 dropped 0 overruns 0 frame 0
TX packets 2885 bytes 396155 (386.8 KiB)
TX errors 0 dropped 0 overruns 0 carrier 0 collisions 0

@KBD20 This is the output of the lo from ifconfig. Or is it something else you need? Sorry, im not too experienced with Linux yet.

MMikeysax 2024-04-20 github

An update to my status. I found out that the problem with T8 for me was my router. When I directly connected my PC to my modem, everything works completely fine with no issues. I am using a Netgear X500 with DumaOS on it. Something in the DumaOS settings is restricting the connection to T8 servers. I guess for now, I have to connect directly into my modem if I want to play T8 online with others.

Can't confirm that this is the solution. Updated today to GE 9.4 and tried with a direct ethernal cable to my machine today. Still the same crossplay issues with ps5 gamers.

Yeah, everything is working fine for me but when I try to create a session and play someone else on PS5 it fails to connect. This isn't an issue when I play ranked and such, where I play against others on PC / PS5, etc...

I'm on Nobara:

Operating System: Nobara Linux 39
KDE Plasma Version: 6.0.3
KDE Frameworks Version: 6.0.0
Qt Version: 6.6.2
Kernel Version: 6.8.5-201.fsync.fc39.x86_64 (64-bit)
Graphics Platform: X11
Processors: 32 × AMD Ryzen 9 5950X 16-Core Processor
Memory: 31.2 GiB of RAM
Graphics Processor: AMD Radeon RX 6900 XT
KKBD20 2024-04-21 github

@moonman232 No that's good - it matches mine though, so I guess that's one of multiple requirements for crossplay, I'm going to poke around Fedora39 and Bazzite VMs, see what other defaults they have.

@Mikeysax Have you tried sessions with people you know who are on XBox specifically?
I've managed to get crossplay in the lounge once, but not my PS5 friends, I suspect I had it working once since they were on XBox.
It's possible you're getting XBox players in ranked - do you ever notice any connections timing out/showing an error while waiting (after 'player found')?

MMikeysax 2024-04-21 github

@KBD20 I've only tried playing a custom session and a lobby session with someone who has a ps5. Now that you mention it, I don't believe I've seen anyone with a PS logo, just the generic console.

Ggofman 2024-04-22 github

Can someone who is reproducing failing PS5 connection attach a log from PROTON_LOG=+winhttp,+secur32,+wininet,+winsock,+dnsapi %command% if possible? With Proton Experimental, from the run which has just this PS5 custom session attempt without any other matches joined / played?

Ggofman 2024-04-22 github

Full (compressed log), without any cuts.

KKBD20 2024-04-22 github

@gofman I've got two logs with those arguments:
Tekken8-KBD20-logs.tar.gz

Ggofman 2024-04-22 github

@gofman I've got two logs with those arguments: Tekken8-KBD20-logs.tar.gz

Thanks! Can't say I see any solid clues though. One thing which catches attention is that your hostname resolves to 127.0.1.1. Can you try to configure this so that what hostname returns resolves to local network ip address (i .e., ping hostname show the correct local network address, not 127.0..... something. E. g., here hostname is 'desktop' and ping desktop shows address 192.168.0.161 which is the local network address.

If that doesn't change anything, could you please attach another log from the same attempt now with PROTON_LOG=+winsock,+steamclient %command%?

KKBD20 2024-04-23 github

@gofman Changing to my ip in /etc/hosts next to my hostname to 192.168.xx.xx let crossplay work, thanks for pointing that out.

Anyone else with non-working crossplay try this to see if that and lo are the only requirements.

Mmatthewruffell 2024-04-23 github

@gofman I was the PS5 end, and yeah, I could play @KBD20 when he had set his hostname to his local network IP address of his ethernet interface.

Thank you for your help Paul, it really made my day.

KKBD20 2024-04-23 github

Some other things I've noticed in the hosts files on SteamDeck and Fedora, which seem to work out of the box.
Deck:

127.0.0.1  localhost
::1  localhost

Fedora (VM):

127.0.0.1  localhost localhost.localdomain localhost4 localhost4.localdomain4
::1  localhost localhost.localdomain localhost6 localhost6.localdomain6

My system has

::1        localhost ip6-localhost ip6-loopback

Which didn't allow crossplay so I'm not sure what the difference is outside the presence of the ip6 parts.

Qqb-0 2024-04-23 github

Hi guys,

Happy that we finally have some progress here. However I don't really get it. My hosts file looks like this. What do I need to change?

# Standard host addresses
127.0.0.1  localhost
::1        localhost ip6-localhost ip6-loopback
ff02::1    ip6-allnodes
ff02::2    ip6-allrouters
# This host address
127.0.1.1  home

Because if I use ping home I still get 127.0.1.1

PING home (127.0.1.1) 56(84) Bytes an Daten.
64 Bytes von home (127.0.1.1): icmp_seq=1 ttl=64 Zeit=0.016 ms
64 Bytes von home (127.0.1.1): icmp_seq=2 ttl=64 Zeit=0.016 ms
64 Bytes von home (127.0.1.1): icmp_seq=3 ttl=64 Zeit=0.011 ms
64 Bytes von home (127.0.1.1): icmp_seq=4 ttl=64 Zeit=0.020 ms

edit

Yay I can confirm changing it to

127.0.0.1  localhost
::1        localhost ip6-localhost ip6-loopback
ff02::1    ip6-allnodes
ff02::2    ip6-allrouters
# This host address
192.168.178.64  home

fixes the crossplay issues! I was able to connect to my local ps5.

btw. if anyone is wondering how to get the local ip address on manjaro (and prob other arch based distros):
ip route get 1.2.3.4 | grep -oP '(?<=src )\S+'

Ggofman 2024-04-23 github

Some other things I've noticed in the hosts files on SteamDeck and Fedora, which seem to work out of the box. Deck:

127.0.0.1  localhost
::1  localhost

Fedora (VM):

127.0.0.1  localhost localhost.localdomain localhost4 localhost4.localdomain4
::1  localhost localhost.localdomain localhost6 localhost6.localdomain6

My system has

::1        localhost ip6-localhost ip6-loopback

Which didn't allow crossplay so I'm not sure what the difference is outside the presence of the ip6 parts.

This is not about localhost definition, localhost should have this 127... loopback address which is correctly set in this /etc/hosts file. That is about what 'hostname' returns (which is not localhost in a correct config). It may appear in /etc/hosts only if the local network address is statically configured. On Deck and Fedora (at least) hostname is handled with hostnamectl (backed by systemd-hostnamed service), it can be statically configured (then it appears in /etc/hostname) or auto assigned dynamically with that service. Then, the ip address it resolves to (in a typical configuration, and on Windows what we should match to make games happy) should not be loopback address, it is supposed to be the host address in the local network (i. e., the IP address at which other computers in the same network and router can reach this computer with). On Deck and Fedora these days by default the name resolution is handled by systemd-resolved which by default automatically resolves the configured hostname to its local network address (which is typically dynamic).

KKBD20 2024-04-23 github

@qb-0 It looks like commenting out/removing the line with your hostname also should fix this, which is good for those that don't know their ip or don't have a static ip.

Since Deck and Fedora don't have that line at all and have working crossplay for the reason @gofman mentioned.

JJoonasPitk 2024-05-08 github

So is this possible to implement as a game-specific fix for Tekken 8, or is this manual intervention always required for systems that use 127.0.1.1 for hostname? Like qb-0, I happen to be a Manjaro user.

KKBD20 2024-05-08 github

@JoonasPitk Not as far as I know since it's a system file that needs to be modified, I could be wrong though.

UUnser395 2024-05-19 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-1913192781

Hello,

It's been 4 months now and I'm still not able to play the game on Steam, I had to buy it on Playstation.
I have to say that it's kind of frustrating to never have any feedback from anyone from steam when you report an issue on Github. You don't even know if your problem has been looked at and I don't remember having a single game I made a report for becoming playable once I opened an issue. At best, I had to launch these games on a worse machine.

I guess I'll probably stop making reports from now on and straight up ask for a refund if the game doesn't work on my machine when I buy it. I lost way too much money believing Valve would fix these issues.

Ssimifor 2024-05-24 github

@Unser395 reports can fall through the cracks sometimes. I don't have a nvidia card to check myself, but I am not aware of any issues affecting them in general for this game, looking at your log it says that it is using the proton 8 version of experimental which isn't the default (nor recommended in general). Check proton experimental's properties → Betas and make sure bleeding edge 8 isn't selected and set it to none instead.

UUnser395 2024-05-28 github

@simifor Hello, thank you very much for taking the time to look at my log. I've made a new report, doing what you suggested. I guess it might matters since the last one was so long ago. The problem is still there, but here's the log anyway :

Compatibility Report

  • Name of the game with compatibility issues: Tekken 8
  • Steam AppID of the game: 1778820

System Information

  • GPU: Nvidia 2080

  • Video driver version: 550.78

  • Kernel version: 6.6.31

  • Proton version: experimental-9.0-20240522

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

The game rarely reaches 60fps even at the lowest graphic settings, it fluctuates between 40-50 fps and sometimes get as low as 35 fps making the game unplayable.

Reproduction

Just play in practice mode.

I usually use this launching command to test the game PROTON_HIDE_NVIDIA _GPU=0 PROTON_ENABLE_NVAPI=1 DXVK_ENABLE_NVAPI=1 gamemoderun %command% but I only used gamemoderun %command% for this log.
Proton GE doesn't work as well, and I've tried to launch the game with the Nvidia vulkan beta drivers, it didn't help.

steam-1778820.log

Rrunar-work 2024-06-06 github

I don't have a 2000-series GPU to test with, but I gave this a shot with a GTX 1660 Ti and 550.78 for comparison. 6.9.3-arch1-1 with Proton 9.0-1 and Experimental bleeding-edge, also with 1440p.

The default auto-detect gave me a fairly stable 60 fps with medium settings, though it was a bit blurry with the bicubic upscaling it picked. As for the other upscalers, FSR 2 at the two lowest settings also seemed to work OK. I couldn't get 60 fps with DLSS at any setting, mostly high-50s with ultra performance setting, but still higher than fps in the 40s. I tried a handful of stages in practice mode with similar results. Unless it's an upscaler issue, it doesn't seem like something I can reproduce on this setup, at least.

UUnser395 2024-06-23 github

I don't have a 2000-series GPU to test with, but I gave this a shot with a GTX 1660 Ti and 550.78 for comparison. 6.9.3-arch1-1 with Proton 9.0-1 and Experimental bleeding-edge, also with 1440p.

The default auto-detect gave me a fairly stable 60 fps with medium settings, though it was a bit blurry with the bicubic upscaling it picked. As for the other upscalers, FSR 2 at the two lowest settings also seemed to work OK. I couldn't get 60 fps with DLSS at any setting, mostly high-50s with ultra performance setting, but still higher than fps in the 40s. I tried a handful of stages in practice mode with similar results. Unless it's an upscaler issue, it doesn't seem like something I can reproduce on this setup, at least.

Hello, thank you very much for taking a look at this.
I still have the problem, I've noticed the game is already laggy when the launching movie plays. I've tried every upscaler but it didn't change anything on my end.
Thanks again.

NNinthPixel 2024-06-27 github

Compatibility Report

  • Name of the game with compatibility issues: Tekken 8
  • Steam AppID of the game: 1778820

System Information

  • Pop!_OS 22.04 LTS (64 bit)
  • Kernel Version: 6.9.3-76060903-generic
  • AMD Ryzen 5 7600X 6-Core Processor
  • AMD Radeon RX 7900 GRE
  • Proton version: Experimental

Symptoms

Game will now hard crash if Upscaling setting is changed. Must have been something the developers did, because many of the previous Proton versions I tried do not fix the issue, and it was working perfectly fine a couple months ago for sure.

Reproduction

Change Upscale Setting

Upscalingcrashtekken8

RRebootcomputa 2024-07-04 · hidden on GitHub github

Sorry to revive this post regarding Crossplay but I have been trying to get Tekken 8 to play with my friends on a public lobby, whenever I make a lobby I can play with all my friends on PC and Linux but as soon one of my friends on PS5 joins none of us can play with him, not just me but it looks like it tries to connect it even gets to selecting a character sometimes, then returns back to lobby, as soon as I leave the lobby the rest of the windows player can connect to the PS5, so its gotta be something related to gaming on Linux I guess, am using KDE Neon, Kubuntu based, I have read previous comments am just not sure if crossplay has been fixed or if there is something I should be changing. Thank you.

KKBD20 2024-07-04 github

@Rebootcomputa
You need to edit /etc/hosts and comment out (# at the start) the line where your computer name, so:
127.0.1.1 mypcname to # 127.0.1.1 mypcname - this disables it (you can also delete the line or replace the 127* ip address with your actual ip for the same result).

If your still unsure, paste the contents of /etc/hosts and I can point out where I meant.

RRebootcomputa 2024-07-04 · hidden on GitHub github

@KBD20

OK so am guessing am looking at the Host file in the following directory:

/home/kde-neon/.local/share/Steam/steamapps/compatdata/1778820/pfx/drive_c/windows/system32/drivers/etc/

if so it already contains the following:

#⁠ 127.0.0.1 localhost

which I believe is what you mentioned, should I try adding my local IP underneath it like so;

192.168.20.16 kde-neon

I am also using Mangohud HOST_LC_ALL=en_GB.UTF-8 %command% on game properties to set my region to the UK

NNinthPixel 2024-07-04 · hidden on GitHub github

@Rebootcomputa
It is a step above the Home folder.
It is
/etc/
It is among the first folders you see on your system's hdd. Go there and look for a text file named hosts.

KKBD20 2024-07-04 · hidden on GitHub github

@Rebootcomputa
No, it's your linux system file /etc/hosts being the absolute directory, nothing to do with anything under compdata - if you typed in terminal sudo nano /etc/hosts (or kate /etc/hosts for gui) for example, that would be the correct file to edit.

RRebootcomputa 2024-07-05 · hidden on GitHub github

@Rebootcomputa No, it's your linux system file /etc/hosts being the absolute directory, nothing to do with anything under compdata - if you typed in terminal sudo nano /etc/hosts (or kate /etc/hosts for gui) for example, that would be the correct file to edit.

Oh sorry I thought you meant in the compatibility layer my bad.

So used to thinking with my windows head.... OK

Pound Standard host addresses
Pound 127.0.0.1 localhost
::1 localhost ip6-localhost ip6-loopback
ff02::1 ip6-allnodes
ff02::2 ip6-allrouters
Pound This host address
192.168.0.83 Neon-MSI

this is how it looks now

RRebootcomputa 2024-07-05 · hidden on GitHub github

Thank you so much guys it works now

TTiZ-HugLife 2024-08-20 github

Hello there. I don't know what changed, but we used my Steam Deck for locals last Wednesday (not ideal, but people won't bring their PS5s), and any time controllers were disconnected and new controllers were connected, the game would not respond to any inputs, and we would have to just restart it. Before last Wednesday, this was not the case. I'm currently on the Steam Deck beta branch, so it's hard to say if an OS change or client change broke it, or if something in Tekken 8's configuration broke it. I did notice that when I started it up, it said that it would not be using Steam Input, which struck me as different from the other times we've used it for a tournament setup. But forcing Steam Input back on in the game config didn't change the behavior.

NNyaomiDEV 2024-10-14 github

Plugging a DualSense, wired, to a computer and running TEKKEN 8 as advertised (without Steam Input active) makes Tekken not recognize the DualSense. Playing with Steam Input active makes it work, but it shows Xbox prompts.
This is still an issue as of today on Proton Experimental.

Ssetothegreat 2024-11-08 github

Game no longer works as of latest updates.
"The UE-Polaris Game has crashed and will close - Fatal error!" pops up when trying to launch with any Proton branch. Doesn't get into opening cinematic and no other window pops up.

UPDATE: For anybody having this same issue, I was able to solve it with the following launch parameters:
VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/nvidia_icd.json PROTON_USE_WINEFD=1

Bbreezystatic77 2024-12-19 github

Since the Clive update, I always get "Fatal error!" message box when launching Tekken. No splash screen or additional error message.

This was happening before, and I was able to fix it by switching to Proton Hotfix, which is the only real fix I could find online (example reddit thread example reddit thread 2) However after the Clive update, the fatal error now happens on Proton Hotfix as well.

Switched between a bunch of proton versions and the following all exhibit the same fatal error crash:

  • Proton Hotfix
  • Proton Experimental
  • Proton 9.0-4

The only one I can get it to launch on is Proton 8.0-5, however that comes with constant disconnects in the middle of almost every online match. That seems to be fixed by a later Proton version (example reddit thread) which I can't use due to fatal error.

Edit: Attached the proton logs and the steam runtime diagnostics below.

Kkisak-valve maintainer 2024-12-20 github

Hello @breezystatic77, please add PROTON_LOG=1 %command% to the game's launch options, reproduce the regression, and attach the generated $HOME/steam-$APPID.log to this issue report as a file. (Proton logs compress well if needed.) Also, please copy the contents of Steam Runtime Diagnostics from Steam (Steam -> Help -> Steam Runtime Diagnostics) and put it in a gist, then include a link to the gist in this issue report.

Mmeatsink 2024-12-20 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-2555979365

Game works if you use the old-media-source branch of Proton experimental, so do that in the meantime

Bbreezystatic77 2024-12-20 github

@kisak-valve I've updated my reply to include the proton log and the steam runtime diagnostic gist.
@meatsink can confirm that switching to the old-media-source branch of Proton Experimental fixed the crash for me!

Kkisak-valve maintainer 2024-12-30 github

Hello @breezystatic77, I have a hypothesis that VKD3D-Proton is crashing while enumerating you Intel GPU. As a test, can you temporarily disable 64 bit mesa/ANV with the VK_DRIVER_FILES environment variable or temporarily rename the 64 bit mesa/ANV icd file in /usr/share/vulkan/icd.d to something that doesn't end in .json (like intel_icd.x86_64.json.disabled).

There's a potential fix at https://github.com/HansKristian-Work/vkd3d-proton/pull/2262.

@setothegreat and @meatsink might be seeing the same, but there's not enough details there to tell.

EDIT: No for @setothegreat, because 2024-11-07 predates that regression.

Ssetothegreat 2024-12-30 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-2565573590

Might not be the same exact issue, but I am wondering if it's something similar. This issue would constantly pop up with pretty much all Unreal Engine 5 games unless I'd input the launch commands I specified... Until I disabled my Intel iGPU and unplugged my TV's HDMI from the motherboard, since DaVinci resolve wouldn't launch with the iGPU enabled. Now all these games, including Tekken 8 and STALKER 2, seem to run without issue if those commands are excluded.

Could be a coincidence but you could also be on to something.

Mmeatsink 2025-01-04 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-2565573590

This is almost definitely my issue, considering I have a dual GPU set up (intel iGPU and NVIDIA dGPU) and the game works fine on the bleeding-edge branch

TTiZ-HugLife 2026-02-10 github

Hi there. I'm playing on a Steam Deck, and I have trouble matching up in player lobbies with console players. The match usually just cancels right away before going to side selection. If I do get through side selection all the way to stage selection, it will always drop before the match starts. What's funny is that I have no problems matching with console players in ranked. Only player lobbies.

My friend's Steam Deck does not have this problem, so I think it's clear that something is broken on my end. I have tried using Proton 10 instead of the default Proton; no dice.

Regarding the controller issue I talked about earlier... I don't have any news about that. The Steam Deck runs Tekken 8 kind of abysmally now compared to at launch, especially now that Phoenix Gate is in the game. So my locals refuse to use it as a setup.

RRebootcomputa 2026-02-10 github

Replying to https://github.com/ValveSoftware/Proton/issues/7444#issuecomment-3874964701

I was having a similar issues with mates on consoles on lobbies, making it impossible for anyone to play including me. It was related to the host file in /etc/hosts, if you have edited it may be the issue if is not then not sure why.

Make sure there is a # in front of 127.0.0.1 localhost inside of hosts.

DDeathByOrange 2026-02-25 github

System Information

  • GPU: NVIDIA GeForce RTX 5060 Ti
  • Video driver version: NVidia 590.48.01
  • Kernel version: 6.17
  • Link to full system information report: Hopefully doesn't have anything personal :)
  • Proton version: Proton Hotfix, Experimental, 9, and 10, various GE-Proton 9 and 10 versions, I am currently using GE-Proton 10-1

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.

steam-1778820.log

Symptoms

The game is consistently inconsistent. Sometimes it freezes at the startup/logo loading screens. Sometimes at the character or stage select. If it were just those it would be tolerable, but the worst and most aggravating option has been it randomly disconnecting when connecting to opponents (this does not happen every time). If I'm not mistaken, it has never disconnected mid-match, only when processing connections. I have had this happen in quick match, ranked match, AND player match. I already play Bryan, I don't need the rep of a RQing Bryan :(((

Image

This report and the behavior makes me think it's some sort of inconsistency in how it is rendered. I checked to make sure that Tekken 8 is running on my NVidia card and it looks like it is as the Polaris_Win_64.exe appears in that one terminal command I forgot.

Reproduction

Open the game and play as usual. Sometimes it'll happen at startup. Sometimes it'll happen in an intermediary loading screen. Sometimes it'll happen before a match starts.

Mmsmalik681 2026-02-25 github

@DeathByOrange I had the same issue with RTX 3070 to fix it I downgraded by gpu driver to "nvidia-driver-580-open" then after you restart go to steam > setting > download and unchecking "enable shader pre-caching" then recheck it, when you start tekken it will compile vulkan shaders again. the game will be a bit unstable to start just jump in training for 10-20 minuets and everything should smooth out.

with your other issue try switching to the flatpak steam rather then the system package version.

DDeathByOrange 2026-02-26 github

@DeathByOrange I had the same issue with RTX 3070 to fix it I downgraded by gpu driver to "nvidia-driver-580-open" then after you restart go to steam > setting > download and unchecking "enable shader pre-caching" then recheck it, when you start tekken it will compile vulkan shaders again. the game will be a bit unstable to start just jump in training for 10-20 minuets and everything should smooth out.

with your other issue try switching to the flatpak steam rather then the system package version.

I already always pre-cache shaders, but I'm trying out the old driver. I'll report how it goes in a bit. What do you mean by "other issue"? There is only one issue I'm having.

Mmsmalik681 2026-02-26 github

@DeathByOrange When i say other issue i was referring to the polaris crash.

I presume you know the modification needed to get online matches working with ps5 players if not I think it is on the thread or protondb, you just add a comment to a specific network config file.

DDeathByOrange 2026-02-28 github

@msmalik681 I see. I thought those two were the same issue. I'm have been unable to get matches since I've installed the new driver, but I think that's a population issue as driver affecting that would be odd. I was able to connect to PS5 players in the past though. I've seen the HOST_LC_ALL=whatever, but I'm not exactly sure what codes to use.

Sorry for the late response, life has been busy.

EDIT: I did even more googling compared to the last time and found the name of the things: locale codes. I will see if this works.

DDeathByOrange 2026-02-28 github

I'm still not getting games. I'm not sure why, it could be due to the DCs or lack of population but idk.

DDeathByOrange 2026-03-01 github

I have now tried on three different days with as wide MMing as possible. No games at all.

Mmsmalik681 2026-03-01 github

@DeathByOrange find the file /etc/hosts open it as root and comment out the host name with a # at the start of that line. More info here https://www.reddit.com/r/linux_gaming/comments/1bhqxfr/deleted_by_user/

As for your steam launch settings change them to:

gamemoderun HOST_LC_ALL=$(echo $LANG) %command%

Hopefully this will help but it sounds like you have another problem as you should still get matches online with pc and xbox players. Try turning off firewall on your router setting as dmz your pc if you can figure out how.

DDeathByOrange 2026-03-01 github

@msmalik681 Okay I widened MMing far again and ended up getting a match with a 20% disconnect player (who then proceeded to mash at every frametrap and RQ at game two round two). This makes me think that, because of the fiddling I did with various Proton versions, I've been shoved into high disconnect rate MMing lmfao. Kinda funny, kinda maddening but we chug on.

Notably, they were a 4 bar wifi Play Station player.

DDeathByOrange 2026-03-05 github
My problem is resolved. I got out of low priority queue and am now back mashing with normal people. Thanks for the help @msmalik681, the driver change fixed it completely. Image

Good luck to all.

DDeathByOrange 2026-03-09 github

Tragically, I was wrong. It is fortunately much MORE stable but it is now crashing at connection screens at random. After asking you all, I had tried almost everything you had recommended. The driver change has tragically stopped working I think? I switched back over to 590 and it became more stable with a different GE-Proton version (specifically 10-17 which I also tried on the 580 driver). I'm still stubborn enough to keep fiddling, but my patience is growing thin.

The only thing I have yet to test is using the flatpak steam version, but surface level searching shows that it is often more fussy. I will still try it though.

I've also been looking more closely through ProtonDB as of late but still haven't had great results. I'm gonna try this next: Image
Again, same issues as before: crashes at connection screens when playing online. It seems to happen at specific stages that depend on the Proton version (iirc GE 10-1 can't handle Elegant Palace, GE 10-17 has trouble with Urban Square but not the evening version). I'm still not sure if this is an issue related to connectivity or the game compiling incorrectly but the fact that the HOST_LC_ALL launch setting didn't help at all makes me think it is the prior
Mmsmalik681 2026-03-10 github

I was getting a lot of lag when playing ps5 users i had to set a static ip and then set that as my local host name in the file /etc/hosts this has made a huge improvement for me.

Kkisak-valve maintainer 2026-06-03 github

Tekken 8 game freezes at times and only unfreezes after changing workspace

Issue transferred from https://github.com/ValveSoftware/Proton/issues/9849.
@KartikKawalia posted on 2026-06-03T10:11:03:

Compatibility Report

  • Name of the game with compatibility issues: Tekken 8. After playing for like a hour the game freezes for 10 to 20 seconds. Later i discovered that the game can unfreeze before the 10 to 20 second time if i change my workspace or open the app menu or move focus to different window / application. See like the issue is only with me because no one is having similar issues to me.
  • Steam AppID of the game:1778820

System Information

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.

steam-1778820.log.gz

Symptoms

After playing for like 1 hour the freezes at random for 10 to 20 seconds. I discovered that the game unfreezes before the above mentioned time interval if i open the app menu or change my workspace or move focus to another application / window while the game is frozen. doing this unfreezes the game. Seems like a wayland focus issue but i can be wrong.

Reproduction

  1. Download Tekken 8 and run it using the mentioned the system specifications.
  2. Go into Practice Mode or any of the online match modes and play the game for 1 to 2 hours.
  3. the game will freeze at times
KKartikKawalia 2026-06-03 github

i just used gpu-screen-recorder to record video of the game and played for like 4 hours. game didnt froze a single time. i am sure its a focus lose related issue.

Kkisak-valve maintainer 2026-07-30 github

TEKKEN 8 (1778820) - nvidia slow down

Issue transferred from https://github.com/ValveSoftware/Proton/issues/10019.
@msmalik681 posted on 2026-07-30T08:00:06:

Compatibility Report

  • Name of the game with compatibility issues: TEKKEN 8
  • Steam AppID of the game: 1778820

System Information

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

The game slows down my nvidia gpu to 210mhz like a low power mode during gameplay for a short time causing slowdown. mangohud(or any overlay) will make this always happen on any unreal engine 5 game. this issue could be resolved when playing without mangohud but not anymore. I have tried multiple proton versions and multiple launch options as well as multiple graphics settings. lower graphics setting can make the slowdown less frequent and shorter but it still happens. this is a major issue for a competitive fighting game that should hold 60fps.

The unreal engine 5 game Unreal Physics(2837320) also slows down but only when you have a active overlay like mangohud.

Reproduction

  1. start the game.
  2. set graphics to high or ultra to make the drops happen more frequently.
  3. run practice mode and select panda and kuma with the stage as arena.
  4. when in game double tab down then hold to walk around the stage and the clocks will drop at some point or you can spam heat smash until it slows down.
  5. clocks can also drop in practice when you enter the menu by pressing start.
Image
Mmsmalik681 2026-08-13 github

I have tried everything with tweaking to resolve this issue and nothing worked in the end the game was no longer running at 60fps.

To stop the gpu slowdown I did a clean install of linux mint 23.3 and did not run any system updates i just installed steam from the software store then i installed tekken 8 from a backup file then i updated the nvidia drivers to 595 and restarted. I ran tekken 8 with gamemode and proton 9 after starting the match on ultra settings with in game fps i circled the enemy until the cpu usage dropped and the fps went upto 60fps well the ingame fps shows as 59. after spamming pandas heat smash for 5 minuets without a single gpu clock drop i was happy the issue was resolved but i know if i run a system upgrade this issue will come back.

There are still dips in fps during normal gameplay it can go as low as 56 fps on high settings but my gpu is below 50% usage.

Mmsmalik681 2026-08-13 github

just installed the updates and the gpu is not dropping its clock speeds just a guess but there might be a problem with my laptop psu so i am ordering a new one and replacing the internal power lead.

Now in game the fps was dropping but when i switched to controller the fps remained at 60 so it was the keyboard inputs causing frame drops down as low as 55fps.

Proton versions

Launch options

Launch lines

Upstream links

Error codes