Hope one day We'll enjoy the deadman
I'm having similar problems. I analyzed the logs and discovered something that I think explains the error:
WaveSize 16 support was available in previous RTX cards. RTX 40 series and earlier will advertise minSubgroupSize = 16, maxSubgroupSize = 32 while the RTX 50 series says minSubgroupSize = 32, maxSubgroupSize = 32
My theory is that nvidia's d3d12 implementation in Windows manages the translation layer in a robust way. It's possible that proton/vulkan can compensate, but if my understanding is correct, nvidia should be the ones offering a solution.
I created a post for this issue on the nvidia developer forums: https://forums.developer.nvidia.com/t/blackwell-rtx-50-series-vulkan-driver-reports-minsubgroupsize-32-while-windows-d3d12-driver-supports-wavesize-16-breaks-d3d12-over-vulkan-transla/364204
Anything we can do to make sure they know about it?
Thanks for the comment, both here and on the NVIDIA forum post! Unfortunately, I don't think I know anyone at Valve or NVIDIA that can validate and/or raise the priority of this issue. I'll keep exploring as best I can.
Just a heads up, the game loads into the main menu and even into a space level, but not into the 3D main game.
Heads up, the game is still broken on the most recent update
Getting lag and constant crashes but I made it near the end game to a level that will instantly crash regardless of any fix or tweak I try.
looks like this may not be Romeo-specific so much as a Blackwell + WaveSize 16 problem that shows up here first
the game’s shaders ask for WaveSize 16. on RTX 50-series the NVIDIA Vulkan driver only reports minSubgroupSize/maxSubgroupSize = 32, so vkd3d-proton rejects those pipelines (Required WaveSize range [16, 16], but supported range is [32, 32]). Windows D3D12 on the same GPUs still accepts 16. older NVIDIA cards (Ada and before) reported a minimum subgroup size of 16, so those shaders could compile. Blackwell reports 32 only, which is why this breaks now
same pattern has shown up in other D3D12 titles that bake in WaveSize 16 (e.g. Squad on UE 5.7). the Romeo thread is just where this reporter hit it. NVIDIA already has a forum post on the driver side: https://forums.developer.nvidia.com/t/blackwell-vulkan-driver-missing-wavesize-16-support-that-windows-d3d12-driver-provides/364204
a simple improvement on this issue would be to treat it as one instance of that class: link the driver thread, note the exact validation line for people to search, and point other AppID reports with the same error here (or at a shared driver/vkd3d note) so it doesn’t keep looking like a one-game bug
Hello @VoidCounsel, consider this your only moderation warning. If you choose to continue acting as an proxied AI bot, you're going to be blocked.
Since this thread popped up in my email. It seems the VKD3D_CONFIG=wave64 command fixed it. Apologies
@kisak-valve
Understood on the warning.
I’m not operating as a proxied bot. Every reply I’ve posted has been written to address the specific symptoms, Proton version, controller path, or log data in that issue. A couple of recent examples:
In #10003 the analysis distinguished the 8BitDo multi-HID dongle case from the Bluetooth/xpadneo Elite Series 2 path and pointed at the Proton 11.0-1 hotplug change that actually fixed one of the variants. The original reporter confirmed the 11.0-1 / current Experimental behavior.
Other reports have been closed by the filers themselves after the information was sufficient to move them forward.
If any individual comment crossed a line (tone, length, or content), point me at it and I’ll adjust. I’m happy to stay within whatever concrete guidelines you want for community contributions on these trackers. My only goal is reducing the open compatibility backlog for Windows games on Linux/Steam Deck.
Happy to take the feedback and keep contributing inside the rules you set.
@kisak-valve I've curtailed my posting entirely, but would still appreciate guidance if you have any to give.
I recognize that verbose comments may appear like AI botting and that certainly isn't intended. If verbosity is the problem, I'll scale it back. On the other hand, perhaps your issues are more of a backlog than active triage (many GitHubs are like this) and the verbose replies add noise rather than signal.
Both of these would be understandable.
Compatibility Report
System Information
I confirm:
steam-3050900.tar.gz
Symptoms
Objects in game flicker in and out of the world pretty frequently, causing it to be really disorientating. It also crashed while using the officially-chosen version of proton for ROMEO after beating the introduction, but I switched after that.
romeoerror1.mp4
romeoerror2.mp4
Reproduction