I'm guessing the fix for black screen is just adding FH6 id to force_below_hack
https://github.com/ValveSoftware/wine/blob/bleeding-edge/dlls/winex11.drv/window.c#L3613
I would create a pull request but I don't have FH6 so can't test properly
also getting the same stutters and game crashing if ray tracing is turned on with 9070xt on KDE plasma. kernel 7.0.5-2-cachyos mesa 26.1.0. i tried the default proton that steam selected which was 10.0, experimental, bleeding edge, proton-ge and proton-cachyos all have the issues. the stutters manifest in an odd and very unpleasing way too where it slows the game down briefly during the sutter
For Nvidia GPUs, the game seems to universally crash at higher graphical settings with a FHC00 error. It only seems to happen when the GPU is near maxxed out. Ray tracing also does not work at all, though I'd guess it's due to the same reasons higher graphical settings don't work, as it throws the same error.
To repro, try launching the game at maxxed settings and observe the crash. At min settings it should launch and play fine.
I have also tried all the proton versions.
7900XTX, mesa 26.1.0, 7.0.6-1-cachyos, Hyprland v0.55.1.
If you park your car and, in third person, look around slowly, frame times will be extremely consistent (~9.5ms for me). If you start spinning the camera around fast (via mouse or controller), it will become a stuttery mess (0.4ms min, 70ms max). GPU usage stays at 99% while this is happening. Driving, or doing donuts, does not cause this to happen even though the camera movement is the same.
While driving frametimes are also inconsistent, but not always. It will be smooth for several seconds, then randomly frametimes will double or triple. It could last for only a couple frames, or upwards of a full second before returning to normal. When this happens, physics seem to slow down which makes driving almost impossible. Limiting FPS to 60 mostly resolves this. VSync does not effect it.
This fixed the crashes for me:
VKD3D_CONFIG=no_upload_hvv,single_queue PROTON_VKD3D_HEAP=1 %command%
Arch Linux 7.0.3-zen1-2-zen
Proton GE 10-34
NVIDIA Driver Version: 595.71.05
This fixed the crashes for me:
VKD3D_CONFIG=no_upload_hvv,single_queue PROTON_VKD3D_HEAP=1 %command%
No dice on that for me unfortunately. What are your system specs?
Adding some more details, to show how bad the stuttering is (dualboot). Fingers crossed MS will assist since it's steam deck verified.
runs much smoother on windows for me too now that i moved the game to my windows drive. it still has some stutters and they do exhibit the same very distracting physics slowdown as on linux but they are far less frequent on windows making it far more playable
I wouldn't say unofficial per se, as Playground themselves say that they support Steam Deck, but nothing more than that (and thus they only support the specific hardware configuration that deck provides), but honestly it could go either way.
https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4458009920
For Nvidia GPUs, the game seems to universally crash at higher graphical settings with a FHC00 error. It only seems to happen when the GPU is near maxxed out. Ray tracing also does not work at all, though I'd guess it's due to the same reasons higher graphical settings don't work, as it throws the same error.
This is what I'm experiencing too broadly speaking. I have observed that GPU usage spikes, and then crashes to 0 as the application becomes unresponsive and then has to be killed, or wait for its crash reporter to kick in.
I managed to get a proton log that is small enough to upload to GitHub and added it to the main post.
This is only what happens during the initial splash screen of the game as everything else gets to big to quickly. I hope it's still useful. The log where I let the full benchmark run trough is over 6GB.
This is what I'm experiencing too broadly speaking. I have observed that GPU usage spikes, and then crashes to 0 as the application becomes unresponsive and then has to be killed, or wait for its crash reporter to kick in.
This is identical behavior to my experiences.
This fixed the crashes for me:
VKD3D_CONFIG=no_upload_hvv,single_queue PROTON_VKD3D_HEAP=1 %command%Arch Linux 7.0.3-zen1-2-zen Proton GE 10-34 NVIDIA Driver Version: 595.71.05
It's worth noting that PROTON_VKD3D_HEAP=1 seems to be a cachy-proton specific flag as some users have reported.
I'm using Fedora 44 KDE with those flags (in an attempt to get it to work), but still face crashes. I've found that turning down the graphics settings helps alleviate some but not all. For reference it defaulted to the 'Extreme' preset for my system, but I've had to turn that down all the way to medium.
More specifically: PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_NVAPI=1 PROTON_ENABLE_HIDRAW=1 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=no_upload_hvv,single_queue GST_PLUGIN_FEATURE_RANK=protonvideoconvert:MAX %command%
(I found it on a reddit comment and it seems to somewhat work)
Edit: for further reference I'm using the RPM Fusion-provided non-free Nvidia driver v. 595.71.05
I'm using Fedora 44 KDE with those flags (in an attempt to get it to work), but still face crashes. I've found that turning down the graphics settings helps alleviate some but not all. For reference it defaulted to the 'Extreme' preset for my system, but I've had to turn that down all the way to medium. More specifically:
PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_NVAPI=1 PROTON_ENABLE_HIDRAW=1 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=no_upload_hvv,single_queue GST_PLUGIN_FEATURE_RANK=protonvideoconvert:MAX %command%(I found it on a reddit comment and it seems to somewhat work)Edit: for further reference I'm using the RPM Fusion-provided non-free Nvidia driver v.
595.71.05
That was my comment! You can actually clean this up a lot as someone reported below my comment if you use GE-Proton. If not, keep the NVAPI flag for regular Proton
PROTON_ENABLE_WAYLAND=1 VKD3D_CONFIG=no_upload_hvv,single_queue %command% should suffice and if you have gamemode installed you can add that in before %command%
Please see this comment explaining most of the flags
I still get crashes on Fedora 44 KDE Plasma Desktop Edition with a RTX 3090, Ryzen 9 5900X, and 64GB DDR4 RAM. I am using the RPM Fusion open kernel NVIDIA drivers 595.71.05.
Thanks :) I was more putting it in there for the devs to fix for verbosity (it seems to be a weird game, as FH4/5 ran really well through Proton) as it's just the stock Proton Experimental. Thanks for linking to that thread, I'll have to go in and clean all of the flags in all of my games up.
9070XT 5700X3D Cachyos-bore KDE Plasma Wayland
Mesa version 26.1.0. I tried plugging the controller, uncapping fps and and disabling v-sync, tried disabling rebar in bios, to no avail.
This is what I get with the benchmark. Hope it can help.
For Nvidia GPUs, the game seems to universally crash at higher graphical settings with a FHC00 error. It only seems to happen when the GPU is near maxxed out. Ray tracing also does not work at all, though I'd guess it's due to the same reasons higher graphical settings don't work, as it throws the same error.
To repro, try launching the game at maxxed settings and observe the crash. At min settings it should launch and play fine.
I have also tried all the proton versions.
Adding a data point on RTX 5090 / Blackwell GB202.
10de:2b85)nvidia-open-dkms)proton-cachyos-11.0-20260429-slr (community — noted only because that is what reproduced here; stock Valve Proton Experimental / 11.0-beta3 / 10.0 / GE-Proton10-34 all bundle different vkd3d-proton revisions but all of them generate the same crash).CrashReport.xml with REASON="Video card" / REASON_INFO=0x0000000000000102 (DXGI WAIT_TIMEOUT → device-removed). Settings (preset, DLSS mode, RT, framerate cap, V-Sync, resolution) do not avoid it.The kernel-side fault is Xid 109 CTX SWITCH TIMEOUT, three
confirmed events across two boots:
NVRM: Xid (PCI:0000:01:00): 109, pid=159175, name=forzahorizon6.e, channel 0x00000029, errorString CTX SWITCH TIMEOUT, Info 0x3c03f
NVRM: Xid (PCI:0000:01:00): 109, pid=174356, name=forzahorizon6.e, channel 0x00000029, errorString CTX SWITCH TIMEOUT, Info 0x30c03f
NVRM: Xid (PCI:0000:01:00): 109, pid=98371, name=forzahorizon6.e, channel 0x0000001f, errorString CTX SWITCH TIMEOUT, Info 0x3c02c
VRAM usage at crash was 4.9 GB / 29.0 GB budget on the latest run — not a memory-pressure case. The Xid is the first event in the kernel log; the user-mode ACCESS_VIOLATION_WRITE is downstream of the device-removed swapchain.
I dug through my game crash reports and found something interesting when comparing it to Windows reports:
<THP_CPU0Name Value="AMD Ryzen 7 7700X 8-Core Processor/>
<THP_GPU0Description Value="NVIDIA GeForce RTX 4080"/>
<MEM_LIMIT Value="33231736832"/>
<MEM_USED Value="1606627328"/>
I dug through some Windows Crash logs online which seems to contains fields like VIDEO_SHARED_BUDGET, VRAM_USED, VIDEO_SHARED_USED for VRAM usage. I didn't see those in my Linux crash reports.
Totally speculative theory: What if the game crashes when MEM_USED goes to/exceeds your GPUs VRAM, i.e. 16/32GB RAM gets used, but you have 16GB VRAM which the game can't handle because of some shared memory shenanigans -> crash.
I'm guessing the fix for black screen is just adding FH6 id to force_below_hack https://github.com/ValveSoftware/wine/blob/bleeding-edge/dlls/winex11.drv/window.c#L3613
I would create a pull request but I don't have FH6 so can't test properly
Just made a pull request. Hopefully it works just like with FH4 and FH5.
UPDATE: It's in bleeding-edge now. Glad to have made my first Proton contribution :)
I'm guessing the fix for black screen is just adding FH6 id to force_below_hack https://github.com/ValveSoftware/wine/blob/bleeding-edge/dlls/winex11.drv/window.c#L3613
I would create a pull request but I don't have FH6 so can't test properlyJust made a pull request. Can anyone test it for me since I cannot do it myself right now.
Can confirm that the black screen issue is fixed with latest bleeding-edge from 1hr ago.
Performance wise I was able to minimize stutters by locking the game to 60FPS and setting the overall graphics to "High". Of course this is not optimal but atleast playable on day 1.
Setting "Environment Texture Quality" higher then "High" causes stutters. Paired with locking FPS higher then 60FPS is causing severe slow downs for me.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4463618715
Black screen issue was fixed for me too.
Adding some kernel level fault traces from a RX 9070XT (gfx1201, Navi 48) on a different kernel branch than OP with the aim of narrowing down the responsible layer.
GPU: AMD Radeon RX 9070 XT (gfx1201, RDNA 4, Navi 48)
CPU: Ryzen 7 9800X3D (Zen 5 iGPU also present at 0000:11:00.0, dGPU at 0000:03:00.0)
Kernel: 6.18.26-2-lts (different from OP's 7.0.5-zen1, same bug, suggests userspace)
Mesa: 26.0.6
Proton Experimental, bleeding-edge wine (force_below_hack black-screen fix applied)
FH6 vkd3d-proton program hash: 1bd3f2dd7c19e82e
Launch FH6 with ray tracing enabled in-game. System fully locks within seconds of RT being exercised (benchmark, or entering the world). No GPU reset begin! is ever logged, so amdgpu never recovers and the desktop hangs with it, requiring a hard restart.
amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:7 pasid:200)
amdgpu 0000:03:00.0: amdgpu: Process forzahorizon6.e pid 8135 thread vkd3d_queue pid 8274
amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000f1198000 from client 10
amdgpu 0000:03:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00701431
amdgpu 0000:03:00.0: amdgpu: Faulty UTCL2 client ID: SQC (data) (0xa)
amdgpu 0000:03:00.0: amdgpu: MORE_FAULTS: 0x1
amdgpu 0000:03:00.0: amdgpu: WALKER_ERROR: 0x0
amdgpu 0000:03:00.0: amdgpu: PERMISSION_FAULTS: 0x3
amdgpu 0000:03:00.0: amdgpu: MAPPING_ERROR: 0x0
amdgpu 0000:03:00.0: amdgpu: RW: 0x0
Fault repeats roughly nine times at the same address before journald stops capturing.
Identical fault, identical address (0x00008000f1198000) in a fresh game launch (different pid, different pasid).
Same fault class (SQC data scalar load, gfxhub, vkd3d_queue thread), but now with two addresses interleaved: 0x00008000f1198000 and 0x00008000e82c2000. Software emulated RT changes which shaders RADV emits for the RT pipeline so the surface of bad addresses shifts but the overall bug is preserved.
Loading into the game and just normal racing sometimes throws the code FHC00 code Error
OS: Bazzite 44 (Fedora 44 based)
Kernel: 6.17.7-ba29.fc43.x86_64
GPU: NVIDIA GeForce RTX 4050 Laptop
Driver: 595.58.03
Proton: GE-Proton10-34 (i have also used other Proton versions as well)
Status: Gets past intro races and character creation but crashes on open world load with Video Card Crash FHCOO
Launch options that got furthest: PROTON_ENABLE_NVAPI=1 PROTON_HIDE_NVIDIA_GPU=0 VKD3D_CONFIG=no_upload_hvv,single_queue VKD3D_SHADER_CACHE_PATH=/tmp/vkd3d-cache %command%
Same NVidia crash on CTX SWITCH TIMEOUT. NixOS 26.05 (unstable), kernel 6.18.28, NVidia driver 595.71.05, GeForce RTX 5080.
Has anyone found good workarounds for the NVidia crashes?
I've found that if you turn down the graphics settings way down (I have a 5080 and am running it on low), the crashes happen less often, but still happen.
I've done some testing with logging enabled in multiple parts of Proton, filed a bug report on vkd3d as I suspect the issue is originating from there.
9800x3D + 9070xt on cachyOS, RT crashes game and theres horrible stutters even tho fps are high.
I’m also seeing stuttering and important Frametime spikes issue on Bazzite with an AMD RX 6950 XT.
System:
OS: Bazzite
GPU: AMD Radeon RX 6950 XT
RAM: 96 GB
Storage: internal NVMe
Proton: GE-Proton latest gives the best result so far, but the issue is still present
Symptoms:
The game has severe frametime spikes / FPS drops when rapidly rotating the camera with the right joystick. This happens even on Medium preset with FPS capped around 80 FPS. GPU usage is not maxed out, usually around ~80%, but as soon as I rotate the camera quickly in circles, FPS drops hard and frametime spikes.
GE-Proton latest improves the issue significantly compared to other Proton versions I tested, but it does not fully solve it.
I generated a Proton log. The full log was huge, around 6 GB for 2min of in game, so I filtered repeated warnings/errors. The most suspicious result was a massive number of repeated illegal-instruction exceptions:
5114501 warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d.
Context around the first repeated exceptions shows repeated SIGSYS and EXCEPTION_ILLEGAL_INSTRUCTION on the same thread:
523.783:0158:015c:trace:seh:sigsys_handler SIGSYS, rax 0x50, rip 0x6ffff7d99a5c.
523.799:0158:015c:trace:seh:sigsys_handler SIGSYS, rax 0x50, rip 0x6ffff7d99a5c.
523.799:0158:015c:trace:seh:sigsys_handler SIGSYS, rax 0x8c, rip 0x6ffff7d99acf.
523.799:0158:015c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d.
523.799:0158:015c:trace:seh:dispatch_exception code=c000001d (EXCEPTION_ILLEGAL_INSTRUCTION) flags=0 addr=00006FFFF7C66164
This makes me think the issue may be Proton/Wine/VKD3D-related rather than a raw GPU, CPU, RAM, or anything on hardware.
Reproduction:
Launch the game on Bazzite with GE-Proton latest.
Load into the open world.
Use a controller.
Stand still or drive slowly.
Rapidly rotate the camera in circles using the right joystick.
Observe severe frametime spikes and FPS drops.
@DevMau5x, it’s definitely a Linux compatibility issue. I spent hours yesterday playing FH6 on Windows 11 with ray tracing enabled and noticed the Linux performance was subpar. I suspect it’s related to vkd3d, particularly since the issue doesn’t seem to depend on the hardware. The symptoms are identical on both AMD and Nvidia GPUs.
This let me play for half an hour just now on my NVidia card. This is with proton-cachyos-11.0-20260506-slr-x86_64_v3 on NixOS 26.05 (unstable), with a 9950X3D and 5080, running in the Niri compositor. All settings on ultra but no RT. xwayland-satellite has some issues with Forza games right now which result in them overlaying the Steam window (https://github.com/Supreeeme/xwayland-satellite/issues/392), but gamescope works okay.
VKD3D_CONFIG=enable_experimental_features,descriptor_heap PROTON_VKD3D_HEAP=1 gamescope -W 3440 -H 1440 -w 3440 -h 1440 -f -S integer --adaptive-sync -- %command%
WARNING: DO NOT GRAB THIS BLINDLY AND USE IT. You need a version of proton with the correct patches to enable the descriptor heap. proton-cachyos is the only widely distributed one I'm aware of.
Benchmark came it at 86fps, but I had some stuttering towards the end of the first race. Also, there's a blur bug with gamescope when running at native resolution. Looks like it's over a year old so I've got no hope for a fix any time soon. There is a workaround of building with -fno-fast-math, though. https://github.com/ValveSoftware/gamescope/issues/1924. I had hoped that -S integer would fix it but it did not change anything.
@DevMau5x, it’s definitely a Linux compatibility issue. I spent hours yesterday playing FH6 on Windows 11 with ray tracing enabled and noticed the Linux performance was subpar. I suspect it’s related to vkd3d, particularly since the issue doesn’t seem to depend on the hardware. The symptoms are identical on both AMD and Nvidia GPUs.
FH5 had pretty much the same issue with streaming in assets and it was never fully fixed. I think it was just less relevant because altering Environmental settings and locking FPS would get rid of the issue. But now with FH6 having better graphics, and therefore bigger assets, this might be the issue here.
Also suspecting a vkd3d issue here so let's hope this can be fixed so the game can be enjoyed fluently on the penguin :)
I played for 4-6 hours yesterday and crashed only once that being said, my friend also crashed once on Windows with the same error I got. so that crash is likely irrelevant.
I am also on cachyos with heap enabled (enabled correctly like dyfrgi's message). Prior, I was getting the same crashing seconds after being in-game with the same error.
Runs great on my RTX 5070 mobile. Around 80 fps on high with dlaa and no frame gen.
My launch options for comparisons sake, I never cleaned up anything that may be unneeded. VKD3D_CONFIG=descriptor_heap,enable_experimental_features PROTON_USE_NTSYNC=1 PROTON_VKD3D_HEAP=1 PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_HDR=1 PROTON_DLSS_UPGRADE=1 %command% /WineDetectionEnabled:False
Operating System: CachyOS Linux
KDE Plasma Version: 6.6.5
KDE Frameworks Version: 6.26.0
Qt Version: 6.11.1
Kernel Version: 7.0.8-1-cachyos (64-bit)
Graphics Platform: Wayland
Processors: 16 × AMD Ryzen AI 7 350 w/ Radeon 860M
Memory: 32 GiB of RAM (30.4 GiB usable)
Graphics Processor 1: AMD Radeon 860M Graphics
Graphics Processor 2: NVIDIA GeForce RTX 5070 Laptop GPU
Manufacturer: HP
Product Name: OMEN Gaming Laptop 17z-db100
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4467598264
Could you please post your launch arguments, too? When using @dyfrgi ones adjusted for my resolution the Steam keyboard opens, then the game starts (I can hear the intros and background music) but it's behind a Steam loading screen. When I close that one, the game closes, too.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4467612731
I edited my message with my launch option seconds before your response haha
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4467615065
Thank you! I tried with VKD3D_CONFIG=enable_experimental_features,descriptor_heap PROTON_VKD3D_HEAP=1 %command% and it starts but crashes like before (a few meters into the intro race). Damn I hope this gets an official fix or updated Proton version by someone soon. I'm on an up-to-date Bazzite system with a 4090, 9800X3D and 64 GB DDR5 RAM for reference.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4467639496
From my understanding, you need the cachyos variant of proton to be able to use heap. It recently updated with the blackscreen fix too so you can launch the game easier.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4467705065
Yeah I'm using CachyOS Proton Latest :)
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4467639496
I had the same problem, just crashing right when the handover was from video to gameplay, and I need to disable ray tracing in game
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4467781843
Had as in it works now? If so, what are your options? I disabled RT already, but it still crashes.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4467787316
it works without raytracing for me. Still crashes when I enable it.
Guys here issue with game itself and need bunch of workarounds to be done on vkd3d-proton side
Like PR here https://github.com/HansKristian-Work/vkd3d-proton/pull/3029 - allow at least run game with RT and it still crashes after some time in race
And new one PR https://github.com/HansKristian-Work/vkd3d-proton/pull/3033 - Here huge PR for it
If you want to try - download build for this PR https://github.com/HansKristian-Work/vkd3d-proton/actions/runs/25965683046/artifacts/7034546231
And replace vkd3d libs by commands like this
cp -vr Downloads/vkd3d-proton/x64/* .steam/steam/compatibilitytools.d/GE-Proton10-34/files/lib/wine/vkd3d-proton/x86_64-windows/
cp -vr Downloads/vkd3d-proton/x86/* .steam/steam/compatibilitytools.d/GE-Proton10-34/files/lib/wine/vkd3d-proton/i386-windows/
PS: From PR description seems need to add something like this and use latest possible Mesa (git version suggested)
RADV_EXPERIMENTAL=heap radv_wait_for_vm_map_updates=true %command%
I tested out the above and it solved everything for me with ray tracing disabled (nvidia 3080ti on ubuntu 26.04). Previously I was stuck with everything in very low settings and capped at 36fps to lower the frequency of crashes, now with that vkd3d patch I have everything set ultra with uncapped fps, no crashes at all after several hours, and almost no stuttering.
Still causing crashes:
Nvidia Reflex Low Latency, if that's on then the game freezes on loading (doesn't even get to the main menu). I guess that must be a different issue?Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4468786526
@pbellchambers
just looking at this now and your post came in, which is 'the above'? i'm literally having this issue now and really wanna know what fixes it?
I did that and it fixed the stuttering and everything, but it completely broke Steam Input - my controller was being picked up as a controller and a keyboard. I'm just using the default controller config so I don't think that's it.
just looking at this now and your post came in, which is 'the above'? i'm literally having this issue now and really wanna know what fixes it?
Download the actions run and run the command to patch Proton GE, then select it as the Proton version. You can use ProtonUp to download the specific Proton version to patch.
just looking at this now and your post came in, which is 'the above'? i'm literally having this issue now and really wanna know what fixes it?
Download the actions run and run the command to patch Proton GE, then select it as the Proton version. You can use ProtonUp to download the specific Proton version to patch.
I downloaded cachyos proton via protonplus (since i had it installed) and use
VKD3D_CONFIG=descriptor_heap,enable_experimental_features PROTON_VKD3D_HEAP=1 %command%
solved the stuttering issue. seems to be okay, i'll report back if game has further issues.
@RPINerd VPN would have nothing to do with it. But did you try @serhii-nakon's suggestion?
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4468957152
@RPINerd that's exactly what i had. it's almost like my fps was still high but the physics engine was stuttering. i used the cachyos proton version (i got it via protonplus which is just a little app for downloading and installing proton verisons) and then make sure to swap to that version in steam properties on the game and then set launch options to VKD3D_CONFIG=descriptor_heap,enable_experimental_features PROTON_VKD3D_HEAP=1 %command%
I tested out the above and it solved everything for me (nvidia 3080ti on ubuntu 26.04). Previously I was stuck with everything in very low settings and capped at 36fps to lower the frequency of crashes, now with that vkd3d patch I have everything set ultra with uncapped fps, no crashes at all after several hours, and almost no stuttering.
One setting does still cause the game to crash:
Nvidia Reflex Low Latency, if that's on then the game freezes on loading (doesn't even get to the main menu). I guess that must be a different issue?
Have you tried if ray-tracing also still crashes the game? You mentioned everything set to ultra, which i assume means the ultra preset which doesnt have any ray-tracing enabled but please clarify.
@RPINerd VPN would have nothing to do with it. But did you try @serhii-nakon's suggestion?
Yeah I figured VPN was irrelevant, but just wanted to put all the tinkering out there, including the hail-marys lol
I just tried the run commands provided by their post, and while they felt like maybe they reduced the frequency ever so slightly, they definitely did not fix the issue.
Currently building the latest mesa from git..
Also I'm not doing any RT at all, so those crashes are not a concern for my use case :)
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4468966749
I have the same issue, but those launch options didn't fix it for me.
14900KS, 7900 XTX, CachyOS w/20260506-cachyos-proton
Just to add one more data point, I've got two of the common issues reported here:
I don't get any crashes with raytracing off.
OS: Fedora KDE Plasma v44
CPU: AMD Ryzen 9 5950X
GPU: AMD Radeon RX 6900 XT
I haven't tried any special fixes or alternative Proton versions at this stage.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4468002719
Seems like this gets about 20-30 seconds into the benchmark for me, low ray tracing, then crashes in the same way as before. For reference I'm running at 4k with fsr4 performance on a 9070xt with cachyos using gamescope, using the latest cachyos-proton
Seems like this gets about 20-30 seconds into the benchmark for me, low ray tracing, then crashes in the same way as before. For reference I'm running at 4k with fsr4 performance on a 9070xt with cachyos using gamescope, using the latest cachyos-proton
I tried this with 1440p Extreme RT Native AA and got about 5 seconds of gameplay before crash. Atleast I'm now able to load into a lobby with this new PR unlike before where it would crash and load at all.
Proton bleeding edge + bash -c 'ulimit -s 8192; exec "$@"' -- %command% got it running for me on Steam Headless container on UNRAID with a 5060 Ti. I let Claude Opus 4.6 loose to get it running, hope it helps someone 😄
EDIT: it set everything to ultra @ 1440p120 but was getting frame drops, trying high (it crashed when trying to change).
EDIT2: High seems to work fine, I've just got audio issues - sounds drops at random points and doesn't come back.
Exact same issues on 7500F+9060XT, NixOS, Proton-cachy newest. Currently trying out @ol1fer 's suggestion.
ETA: Did not work. Tried the vkd3d-proton fix as well, it stutters SLIGHTLY less but now I get no audio at all.
@RPINerd that's exactly what i had. it's almost like my fps was still high but the physics engine was stuttering. i used the cachyos proton version (i got it via protonplus which is just a little app for downloading and installing proton verisons) and then make sure to swap to that version in steam properties on the game and then set launch options to
VKD3D_CONFIG=descriptor_heap,enable_experimental_features PROTON_VKD3D_HEAP=1 %command%
Having the same issue (like graphics elements are struggling to be loaded) with hard slowdowns on my 6950 XT I tried latest CachyOS proton with the command line described and effectively I did observe smaller spikes on mangohud and the game is now playable. There is a lot of performance lost (alternates between 90-125fps in High settings 3440x1440 and GPU stays at 80-85%, never goes to 99% anymore). But it is indeed the issue, I am glad to be fixed on the problem and stop digging on it, I hope Proton/VKD3D devs will be able to figure it out in the following days/weeks.
Newest proton-cachyos, NixOS Yarara unstable, kernel 7.0.5, without the vkd3d-proton workarounds (they only break sound for me, no other changes). The only setting that does seem to trully matter is environment texture quality. Doing anything else does not cause any changes for me.
Env. quality LOW:
Env. quality HIGH:
@pbellchambers just looking at this now and your post came in, which is 'the above'? i'm literally having this issue now and really wanna know what fixes it?
@ol1fer This one: https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4468002719
Have you tried if ray-tracing also still crashes the game? You mentioned everything set to ultra, which i assume means the ultra preset which doesnt have any ray-tracing enabled but please clarify.
@Tixx7 Ah yeah, it still crashes with ray tracing enabled (but is at least fully stable for me with it off now). Edited my post to clarify.
One more clarification, more likely provided command line from PR will not work itself as author expects, it require to replace vkd3d files inside proton too
For some reason, when running this game through Gamescope (for 4K and HDR), the resolution setting is... random ?
I'm running Gamescope on my HTPC with gamescope -W 3840 -w 3840 -H 2160 -h 2160 -r 120 -f --adaptive-sync -e --hdr-enabled -- steam -gamepadui
And every time I change the resolution ingame, it changes to a random one, as reported by MangoHud.
To get 4K, I need to switch three times between the previous resolution and 3840x2160 to finally get the full resolution
@RPINerd I had the same issues. On CachyOS, with an 7900 XTX and Ryzen 7 9800X3D. Ran horribly until i limited the frame rate in the menu (the exact value didn't matter) and set Textures to Low. Everything else maxed, except Raytracing (which crashes the game). V-Sync disabled, the game is now buttery smooth. Increasing texture quality introduces stutters and slowdowns again. I have a lot of RAM and VRAM free, but that does not seem to matter
EDIT: I am using gamemoderun (default settings) and proton experimental set in steam, no other tweaks
@cccyberwolke I have exactly the same, currently I refunded game and going to buy regular version on May 19 - can you check PR fix - did it change anything for you?
@serhii-nakon I tried the vkd3d PR but the only notable thing is the RT crash is postponed by a little. The benchmark race starts and then crash. The frame drops are unfortunately still there. I can stand not having RT but the bad frame pacing is unbearable unfortunately.
@serhii-nakon I tried the vkd3d PR but the only notable thing is the RT crash is postponed by a little. The benchmark race starts and then crash. The frame drops are unfortunately still there. I can stand not having RT but the bad frame pacing is unbearable unfortunately.
Is your setup is Nvidia or AMD gpu based?
In general it would be nice if everyone that tested PR fixes will describe their setup like OS, mesa version, kernel and firmware versions too, and how they installed files into their proton (to make sure that it replaces proper files) - I think it would help to collect proper reports to improve original PR
@serhii-nakon AMD 9070xt, mesa git 26.2, kernel 7.0.8 cachyos, proton experimental, launch parameters as described in the PR. PR built from git and files replaced in ~/.steam/steam/steamapps/common/Proton - experimental/files/lib/wine/vkd3d-proton/x86_64-windows/
... Ran horribly until ... set Textures to Low. Everything else maxed,
@cccyberwolke I just tested this out (medium textures though instead of low) and the lunging is greatly diminished!
I'm also running Proton Experimental, Mesa git, and launch opts:
VKD3D_CONFIG=descriptor_heap,enable_experimental_features PROTON_VKD3D_HEAP=1 %command%
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4468002719
Tested this exactly on my machine yesterday, for a while, and it ran almost perfectly.
CPU: intel core i5-10400F
GPU: NVIDIA RTX 2080 Ti
OS: Pop_OS 22.04 (had to manually installed NVIDIA 595.71.05 drivers)
Kernel: 6.5
Mesa: 23.2
Proton: GE 10.34
Apart from a weird frame time pacing at times, it ran great, at 70+ FPS on the countryside, and 40+ in Tokyo.
An aside from the performance issues, I also can't see vinyls/logos when in the designer.. and a cursory duckduck showed no widespread complaints of this so I'm thinking it's linux based? Any ideas?
Texture quality certainly seems like the "lunging framerate" culprit. I just tried it with literally everything else on Ultra/Extreme but texture quality on Low and it's now nice and smooth.
I guess textures streaming in as you drive is taking longer than it should through Proton.
Texture quality certainly seems like the "lunging framerate" culprit. I just tried it with literally everything else on Ultra/Extreme but texture quality on Low and it's now nice and smooth.
I guess textures streaming in as you drive is taking longer than it should through Proton.
Same for me on my 6950 XT I can finally play without too much of lunging/slowdowns and close to max perf.
Using latest Proton GE and with (In Game) Environment texture quality Low / Environement Geometry Quality Very Low
Everything else is set to Extrem or high and No RT obviously.
@RPINerd I had the same issues. On CachyOS, with an 7900 XTX and Ryzen 7 9800X3D. Ran horribly until i limited the frame rate in the menu (the exact value didn't matter) and set Textures to Low. Everything else maxed, except Raytracing (which crashes the game). V-Sync disabled, the game is now buttery smooth. Increasing texture quality introduces stutters and slowdowns again. I have a lot of RAM and VRAM free, but that does not seem to matter
EDIT: I am using gamemoderun (default settings) and proton experimental set in steam, no other tweaks
Can confirm that setting textures to low makes the hitching go away and in Benchmark Mode I go in the Stutter statistic from hundreds to about 10. I have tried many Proton versions, V-Sync settings, FPS limits, etc. and textures on low actually fixes it. Thank you for the find!
If it means anything, my configuration:
Play Time: 7.5h
Consistent crashes after approximately 40 minutes of gameplay.
Proton: Proton Experimental
Tested Protons:
Launch Options:
PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_NVAPI=1 PROTON_ENABLE_HIDRAW=1 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=no_upload_hvv,single_queue GST_PLUGIN_FEATURE_RANK=protonvideoconvert:MAX %command%
System Specifications:
In-Game Settings:
i only managed to get into the game twice, and when i did its for reasons i cant seem to replicate. All the other times i get the very first intro screen with the warnings, a short audio clip from the playground games intro screen and then it just freezes. If i dont touch it it stays like this forever, if i click something in the window (always starts in windowed mode) it immediately turns completely black and i get an "is not responding" error.
Tested Protons:
Launch Options:
various, but currently
PROTON_ENABLE_NVAPI=1 SDL_VIDEODRIVER=wayland %command%
System Specifications:
Have you got raytracing on by any chance? That seems to cause an immediate crash on getting past the main menu for anyone on Proton.
Tested Protons:
* Proton Experimental
* Proton Hotfix
* Proton-GE
* Proton 10.0-4Launch Options:
PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_NVAPI=1 PROTON_ENABLE_HIDRAW=1 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=no_upload_hvv,single_queue GST_PLUGIN_FEATURE_RANK=protonvideoconvert:MAX %command%
@TheLulanius These settings don't work with those Protons. PROTON_VKD3D_HEAP is not available on any of the ones that Steam ships. You should install proton-cachyos if you want to use it.
Have you got raytracing on by any chance? That seems to cause an immediate crash on getting past the main menu for anyone on Proton.
No, its disabled. But i dont even get into the main menu, just the very first startup screen
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4472594309
thanks, but those arent my launch paramaters, but those of OppaiHacker who uses Arch
My personal observations with the game on an NVIDIA RTX 4080 Super and Steams own Experimental Proton currently are:
I'm pretty much under the impression that anything that tanks your FPS way below your set Max FPS leads to a crash.
I tried this on the benchmark. If I set max FPS to 60 and use the Ultra preset, no issues at all. 120 and the game crashes consistently while loading into the benchmark.
I also tried this with the PROTON_HIDE_NVIDIA_GPU=1 env set and I can run both, 60 FPS cap and 120 FPS cap without issue.
This also translates to playing the game. With PROTON_HIDE_NVIDIA_GPU=1 I can pretty consistently play 40+ minutes, especially when not going full speed while without, I either crash instantly or after 5-10 minutes. There is probably an additional issue which causes crashes when streaming in assets, textures etc. As I now only crash while loading into a scene or while going full speed with a fast car.
Thank god this is a general issue. I thought I was going insane.
An aside from the performance issues, I also can't see vinyls/logos when in the designer.. and a cursory duckduck showed no widespread complaints of this so I'm thinking it's linux based? Any ideas?
![]()
Yes, i have the exact same issues, nothing found to fix it yet. Livery building works fine otherwise it seems
The crash has been acknowledged as a driver problem on nvidia: https://forums.developer.nvidia.com/t/595-release-feedback-discussion/362561/433
That's fantastic news that they have identified the root cause of the problem!
Thank you and everyone else who reported the crash with Forza Horizon 6. We have root caused the issue and will ship a fix in an upcoming driver release. The bug for tracking this issue is 6181953.
The crash has been acknowledged as a driver problem: https://forums.developer.nvidia.com/t/595-release-feedback-discussion/362561/433
I am very curious to see what they found as being caused by the Nvidia driver, since on AMD the issues are the exact same.
...and yet the game is borderline unplayable on AMD+AMD in my case at the moment? I switched to Windows just to test and I not only can play the game fine, but also using way higher settings. Not looking good
...and yet the game is borderline unplayable on AMD+AMD in my case at the moment? I switched to Windows just to test and I not only can play the game fine, but also using way higher settings. Not looking good
Try with these: VKD3D_CONFIG=no_upload_hvv,single_queue PROTON_VKD3D_HEAP=1 %command%
Then set texture quality to Low. For me it made it, not perfect, but at least playable as it reduce the slow downs significantly.
PC: 14900KS, 7900 XTX, Proton: 20260506-cachyos
...and yet the game is borderline unplayable on AMD+AMD in my case at the moment? I switched to Windows just to test and I not only can play the game fine, but also using way higher settings. Not looking good
No? I have 5800X3D + 7900XT on Bazzite latest. Played all weekend on Ultra preset @ 4K + FSR Quality, locked 60 fps, v-sync off.
Just have to start the game in desktop mode to avoid resolution bugging out.
I see there's a new proton hotfix version (I assume the hotfix-20260518-fh6 in the version file means it's for this game), anyone know what it's supposed to fix? (ray tracing still seems to cause an instant crash)
I see there's a new proton hotfix version (I assume the
hotfix-20260518-fh6in the version file means it's for this game), anyone know what it's supposed to fix? (ray tracing still seems to cause an instant crash)
Just tested, it seems to fix the black screen issue that's resolved by tabbing out and back into the game.
I see there's a new proton hotfix version (I assume the
hotfix-20260518-fh6in the version file means it's for this game), anyone know what it's supposed to fix? (ray tracing still seems to cause an instant crash)Just tested, it seems to fix the black screen issue that's resolved by tabbing out and back into the game.
Black screen issue was fixed already a few days ago with normal Proton Bleeding-Edge. Hotfix might be related to this https://github.com/HansKristian-Work/vkd3d-proton/pull/3033
Pre shader cache turned off
Idk but without proton_log I get no responding game in start loading screen.
Proton 11.0
PROTON_LOG=0 PROTON_ENABLE_WAYLAND=1 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%
It's very unstable, so it can work and not. But right now I have some stable working but still crashing while playing with error FHC00
Fedora Linux KDE Plasma Wayland
Kernel: 7.0.5-cachyos1.fc44.x86_64
Ryzen 5 5600
RTX 3080 10GB
Driver Version: 595.71.05
I'm trying to run the game on a 7800X3D, RTX 4090 system running CachyOS (7.0.9), using the latest Cachy Proton SLR and VKD3D_CONFIG=descriptor_heap,enable_experimental_features PROTON_VKD3D_HEAP=1 %command%. Game is installed on an NVMe SSD. Ray-tracing off, of course. Other graphics options don't seem to matter, including environment texture quality.
This is the best setup I've found so far, and allows me to load into the game and begin gameplay semi-reliably. The game runs really smooth. The problem is that the game consistently crashes within 5 minutes of driving. I can make it into Tokyo city ~60% of the time, but going anywhere else more or less instantly crashes the game with the standard FHC00 "Video Card Crash" error.
Something that also bothers me is that this game doesn't seem to play nice with niri. The game window is just black, and the game instead renders inside my Steam client's window. It can't be individually moved or fullscreened. So I'm stuck with the game only taking up a quarter of my actual screen.
I've tried many other combinations of launch options and Proton versions, but have yet to find anything that helps with these crashes or windowing issues. GE Proton has the lurching game speed issue, the latest Proton Hotfix seems to work equally well as Cachy Proton.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4486928582
are you using raytracing? try the highest settings preset with rt off
are you using raytracing? try the highest settings preset with rt off
Nope, the game always crashes in the loading screen before reaching gameplay with ray-tracing on. This is a crash after reaching gameplay, anywhere from instantly to ~5 minutes into driving. Seems to depend on where I drive. Tokyo city seems relatively stable, but as soon as I try to go anywhere else, it crashes. I've tried to do the Tokyo Day Trip Daikoku mission something like 10 times, and I've only ever managed to complete the first leg once.
Something that also bothers me is that this game doesn't seem to play nice with niri. The game window is just black, and the game instead renders inside my Steam client's window. It can't be individually moved or fullscreened. So I'm stuck with the game only taking up a quarter of my actual screen.
@gomander see https://github.com/Supreeeme/xwayland-satellite/issues/392
I didn't try the gamescope arg yet. I'd tried running the game via GNOME instead of niri and it worked for me. Haven't played since discovering that thread yet.
@AnhNhan wow, thanks for finding this! Running the game through gamescope did indeed work to run the game in fullscreen. So then it's a bug in xwayland-satellite, I guess. Running the game in gamescope had the humourous side-effect of making the crash report window appear in fullscreen as well.
There are a few bugs related to this game and xwayland-satellite, I found PROTON_ENABLE_WAYLAND=1 helps avoid some of them on proton-ge (like it spawning inside the steam window rather than as its own window)
Forza Horizon 6 Black screen with audio on SteamOS 3.9 Stable
Issue transferred from https://github.com/ValveSoftware/SteamOS/issues/2424.
@NicoGIT74 posted on 2026-05-16T17:22:10:
When booting Forza Horizon 6 (Premium Edition Early Access), the game is booting with no image (Black screen) when in fullscreen mode and this in both desktop or gaming mode. The only way to fix the issue is to boot the game in desktop mode and to alt-tab 2x or alt-enter (windowed) once (But gives bad resolution).
Issue is present on custom build (9800x3d + 9070xt) and is also present on Steam Deck with the same SteamOS 3.9 build/version and channels (Main + Steam Deck stable). Fix is also working the same way on Steam Deck, but gaming mode require custom button mapping (R3/R4) to alt-enter (Which again gives bad resolution but actually displays something)
@NicoGIT74 commented on 2026-05-16T17:23:28:
Please note like said in the title that audio is working correctly in background on both platform at any time, so no game freeze.
Also, issue is not present on SteamOS 3.7.24 for Steam Deck stable
@MadaoDev commented on 2026-05-19T01:24:45:
I got you brother this fixed it for me. When you enter the game, press alt + Enter when you can hear the sound. This should fix the issue. Fixes it both for SteamOS for Legion GO 2 and my steammdeck (for handhelds map 2 back buttons to do it once and then no need to redo it)
Hello @NicoGIT74, please test how the game behaves with the bleeding edge beta of Proton Experimental (https://github.com/ValveSoftware/Proton/wiki/Proton-Versions#proton-bleeding-edge).
Livery building works fine otherwise it seems
That's the weird part, you can place the liveries on the car just fine, all the scaling/skewing/coloring etc. works as normal, its like the thumbnails are just not in the right location somehow..
I also noticed that after you try and apply one at random, its' thumbnail is then present but the other 1 or 2 that were previously visible dissapear
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4486405305
I was able to get Horizon 6 working almost perfectly for multiple hours with Proton on an nvidia 3060 with Proton Experimental by modifying it a bit, I used
"PROTON_MEDIA_USE_GST=1 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%"
and in the files of Proton Experimental, I replaced ./files/lib/wine/vkd3d-proton/(i386 for x86 and x86_64 for x64)/d3d12.dll,d3d12core.dll, with those from this workflow run of vkd3d
https://github.com/HansKristian-Work/vkd3d-proton/actions/runs/26098606335
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4490686088
Hi Liam,
could you share your other settings ? i'm running a 3070 with 550.163.01 drivers and with your exact fix it doesn't seem to work (crashes after 15 seconds of gameplay)
Best!
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4491252488)
I'm using 595.71.05 on Fedora 44, game set to High preset, make sure steam doesn't verify or update experimental
I've also been trying it (I'm on fedora 43 with an RTX 3060) to no avail. The furthest I've managed to get in the intro sequence before a crash has been with GE-Proton10-34 if that means anything. (I'm able to get to just after the Shinkansen part)
I get the game booting in steam client, but if i close steam as soon as it says "running" i can bypass that.. I am using rx 9070 xt, and except for the stuttering/rubberbanding (which changing graphics settings or capping fps doesnt solve) it runs fine.. And yeah also RT crashes the whole game, but i dont use it anyway.. Someone tag me when a fix for stuttering/rubberbanding is found please <3
I can confirm terrible performance on 9070 (non XT), 5700x3D and 32GB of 3600Mhz ram on Fedora 44 KDE with Mesa 26.0.6. On all low settings i get somewhat stable 60fps. High / Ultra / Extreme settings (non RT) are terrible and give me 25-35fps.
Interestingly enough, my GPU is pretty much on constant 99% usage with only 120-150W power draw (where max is 220W).
This issue happens exclusively in Forza Horizon 6.
There is also stuttering from time to time when driving.
running with Proton Hotfix, had to press alt enter once I heard the intros finish otherwise it was just a black screen.
massive stuttering when driving through the world with settings set to Extreme, when set to High stuttering was lessened quite a bit.
turning on ray tracing causes instant crash
unfortunately steam overlay still causing framedrop issues after 20-40 minutes due to ~~https://github.com/ValveSoftware/steam-for-linux/issues/11446~~ https://github.com/ValveSoftware/gamescope/issues/163, but unloading the steam overlay causes steam input to stop working and my PS5 controller is not recognized by the game.
otherwise playable
OS: Artix Linux
WM: KDE Plasma 6.6.5
GPU: AMD Radeon RX 9070 XT
CPU: AMD Ryzen 7 5700X3D
Video driver version: mesa 26.0.6-1
Kernel version: Linux 7.0.5-zen1-1-zen
RAM: 64GB DDR4 3200Mhz
VKD3D_CONFIG=no_upload_hvv,single_queue PROTON_VKD3D_HEAP=1 gamescope -b -H 1440 -r 360 --force-grab-cursor --mangoapp -- %command%
This is what I'm experiencing too broadly speaking. I have observed that GPU usage spikes, and then crashes to 0 as the application becomes unresponsive and then has to be killed, or wait for its crash reporter to kick in.
This is identical behavior to my experiences.
Almost agreed
Currently I can't get even past the intro mission - not even on low settings.
Crash logger tells me that my GPU driver has been killed.
Using Proton Experimental with NVIDIA 2080Ti (595.71.05) and AMD Ryzen 5 7600X3D on Linux 7.0.3-1-MANJARO with Cosmic.
EDIT:
I also tried GE Proton10-4 - the game doesn't even start with this.
Launch options:
VKD3D_CONFIG=descriptor_heap,enable_experimental_features PROTON_VKD3D_HEAP=1 %command% gamescope -W 2560 -H 1440 -r 165 --hdr-enabled --hdr-itm-enable --adaptive-sync -f --force-grab-cursor --steam -- %command%
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4492815812
Hi,
Try with this variable:
VKD3D_CONFIG="descriptor_heap,pipeline_cache_control,single_queue"
With single_queue I was able to play for a few minutes and even hours. It's not ideal because it worsens performance, but it helped, at least until a correction comes out.
If it doesn't work, try running the game without any startup strings, until you reach the Festival and you can get the first save.
Logitech G920 - erratic FFB and self-steering on Linux (CachyOS / proton-cachyos-slr)
System: CachyOS (Arch Linux), kernel 7.0.9, AMD RX 7900 XTX, proton-cachyos-slr 11.0.20260506. Wheel: Logitech G920 (USB ID 046d:c262), detected by the game, firmware up to date (verified on Windows).
The wheel is completely unusable. As soon as a save is loaded, it starts turning by itself (both while driving and while sitting in menus) sometimes slowly, sometimes with full force. The FFB is all over the place: it randomly cuts out, comes back, and switches between near-zero and violent forces within fractions of a second. There's also a noticeable lag between what the car is doing and what the wheel actually does. None of this changes with in-game FFB settings.
The wheel works fine in other games on the same setup: ETS2, BeamNG, Dirt Rally 2.0, Automobilista 2, The Crew Motorfest.
Worth noting: Playground Games officially requires Logitech G HUB for G920/G29 support, and G HUB doesn't exist on Linux. That's probably not unrelated.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4492933602
single_queue did work - thanks a bunch! Though true - it worsens performance. I'll upload a benchmark when needed.
Using an old wired XBox 360 controller here, but yes it's fine.
Using latest bleeding edge experimental, getting freezing during tutorial. I did the benchmark and that seemed to get all the way to the end before crashing. I get Video Card Crash error.
https://github.com/user-attachments/assets/e5d1d605-7d33-4144-b2ee-9829744060fc
Does anyone have controller issues? For me it keeps displaying after some time “Controller disconnected” but the controller works outside of the game. The annoying thing is that the game needs a full restart to detect the controller again.
The issue appears regardless of connection method (wired on usb 2.0, wired on usb 3.0, Bluetooth). I have an Xbox series S/X controller.
Tried but did not work:
Partial proton logs:
grep -iE "xinput|plug|joy|disconnect|error" ~/steam-2483190.log
4388.633:0074:0078:trace:loaddll:build_module Loaded L"C:\windows\system32\plugplay.exe" at 0000000140000000: builtin
4389.006:0090:00b4:trace:loaddll:build_module Loaded L"C:\windows\system32\drivers\winexinput.sys" at 00006FFFFE6D0000: builtin
4389.007:0090:00b4:fixme:xinput:pdo_pnp code 0xc, not implemented!
4389.008:0090:00b4:fixme:xinput:pdo_pnp code 0xc, not implemented!
4389.363:0148:014c:trace:loaddll:build_module Loaded L"C:\windows\system32\XINPUT1_3.dll" at 00006FFFFC9F0000: builtin
4389.460:0128:012c:trace:loaddll:build_module Loaded L"C:\windows\system32\XInput1_4.dll" at 00006FFFF68C0000: builtin
4389.461:0128:015c:warn:threadname:NtSetInformationThread Thread renamed to L"SDL_joystick"
4389.461:0128:015c:warn:threadname:dispatch_exception Thread renamed to "SDL_joystick"
4389.470:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage 000c:0001 not implemented!
4389.470:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage 0001:0080 not implemented!
4389.470:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage ffbc:0088 not implemented!
4389.470:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage ff00:0001 not implemented!
4389.470:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage ff00:0002 not implemented!
4389.471:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage ff00:0004 not implemented!
4389.471:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage 000c:0001 not implemented!
4389.471:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage ff00:0001 not implemented!
4389.471:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage ff00:0002 not implemented!
4389.471:0128:012c:fixme:dinput:hid_joystick_device_try_open device usage ff00:0004 not implemented!
4389.473:0128:0168:warn:threadname:NtSetInformationThread Thread renamed to L"wine_xinput_hid_update"
4389.758:0128:012c:fixme:xinput:XInputGetBatteryInformation index 0, type 0, battery 000000000010F028.
4390.738:0148:01a8:warn:seh:OutputDebugStringA "Runtime Service struct SErrorImpl Created\n"
4390.738:0148:01a8:warn:seh:dispatch_exception "Runtime Service struct SErrorImpl Created\n"
4402.294:0148:01a8:warn:vkd3d-proton:d3d12core_GetDebugInterface: Returning DXGI_ERROR_SDK_COMPONENT_MISSING.
Fossilize WARN: ... warning spam detected at fossilize_errors.hpp:163, silencing.
4403.298:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage 000c:0001 not implemented!
4403.298:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage 0001:0080 not implemented!
4403.298:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage ffbc:0088 not implemented!
4403.299:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage ff00:0001 not implemented!
4403.299:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage ff00:0002 not implemented!
4403.300:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage ff00:0004 not implemented!
4403.300:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage 000c:0001 not implemented!
4403.300:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage ff00:0001 not implemented!
4403.300:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage ff00:0002 not implemented!
4403.300:0148:0308:fixme:dinput:hid_joystick_device_try_open device usage ff00:0004 not implemented!
.
.
4415.909:0148:035c:warn:threadname:NtSetInformationThread Thread renamed to L"wine_xinput_hid_update"
I got no issues with my PS5 controller bluetooth, although I do need to use steam input
Did anyone manage to run the game with Ray Tracing?
I've tried like every Proton version and launch command imaginable, though I assume this has to be fixed on the GPU driver level?
Does anyone have controller issues? For me it keeps displaying after some time “Controller disconnected” but the controller works outside of the game. The annoying thing is that the game needs a full restart to detect the controller again.
The issue appears regardless of connection method (wired on usb 2.0, wired on usb 3.0, Bluetooth). I have an Xbox series S/X controller.
I have an 8BiT DO xbox controller works fine, I went into steam big picture mode(BPM) and set it one time in BPM and it always connects and works fine. It is both wired and wireless.
Did anyone manage to run the game with Ray Tracing?
I was able to do it with (and I quote) "the horrible workarounds" on AMD hardware (Radeon RX 9070XT).
Best notes on how to build mesa-git from source are here: https://gist.github.com/Venemo/a9483106565df3a83fc67a411191edbd.
If you're getting the freezing bug in tutorial on nvidia just lock FPS to anything under 75.
Edit: I found my solution, disabling hidraw. Open protontricks, select the default wine prefix for FH6, run a wine cmd shell, open the control panel by running control.exe, open game controllers, then under Advanced Settings at the bottom, check the box for Enable SDL and check the box for Disable hidraw. I still don't really know why this is necessary for FH6, but not for other games using the same proton versions.
Trying to debug my controller not working has been a learning experience, but hasn't actually fixed anything for me.
System: Bazzite 44 (Fedora-based, system Steam), KDE Plasma 6.6.4, kernel 6.19.14, Ryzen 7 5700X, Radeon RX 9060 XT
Proton versions tested: Proton Hotfix, Proton Experimental, GE-Proton 10-34, CachyOS Proton
Controllers tested: Xbox controller (the current one with usb-c), Steam Controller - Both work in Steam Big Picture and in other Proton games, but no controller prompt appears at any point in FH6Logs from
WINEDEBUG=+wgi,+xinput,+hid PROTON_LOG=1:
The HID layer correctly detects and registers the Steam virtual gamepad:lnxev_device_create dev ..., node "/dev/input/event256", desc {vid 28de, pid 11ff, ..., is_gamepad 1, ...} bus_create_hid_device desc {vid 28de, pid 11ff, ..., is_gamepad 1, ...}XInput correctly picks it up, creates child PDOs, and the game polls it in a loop:
add_device device_id L"WINEXINPUT\\VID_28DE&PID_11FF&MI_00" create_child_pdos ... gamepad device / xinput device XInputGetCapabilitiesEx unk 1, index 0-3 ... XInputGetState index 0-3 ... (continuous polling)However, the entire WGI output is only these two lines:
fixme:combase:RoGetActivationFactory (L"Windows.Gaming.Input.Gamepad", ...): semi-stub fixme:combase:RoGetActivationFactory (L"Windows.Gaming.Input.RawGameController", ...): semi-stubNo device enumeration occurs in WGI. The
wine_wginput_workerthread starts, butGamepads()/RawGameControllers()return empty — the stub does not bridge to the HID-detected gamepad despite it being present and correctly flagged is_gamepad 1.Wine's implementation of WGI doesn't find any controllers and returns an empty list, so FH6 stays in keyboard/mouse mode. This happens even though the controller is correctly detected at every other level of the stack — it seems like the bug is Wine's WGI doesn't see devices that are already known to Wine's own HID and XInput layers. No Steam Input configuration or launch options is fixing this for me.
Operating System: CachyOS Linux
KDE Plasma Version: 6.6.5
KDE Frameworks Version: 6.26.0
Qt Version: 6.11.1
Kernel Version: 7.0.9-1-cachyos (64-bit)
Graphics Platform: Wayland
Processors: 16 × AMD Ryzen 7 9800X3D 8-Core Processor
Memory: 32 GiB of RAM (30,7 GiB usable)
Graphics Processor: AMD Radeon RX 9070 XT
Manufacturer: Micro-Star International Co., Ltd.
Product Name: MS-7E51
System Version: 1.0
I have the same problem with stutters. I tried a bunch of fixes but nothing works. I think its a driver problem (maybe).
I can say that i have between 130 and 160 fps on Extreme and 1440p resolution. Also if i activate RT the game is crashing instantly.
The rest of my games are working like a charm. One of them is Dune Awakening.
I have my fps locked to 60 and ray tracing off and i tried cachyos verison of proton and i tried launch settings and it still gives me the gpu crash error Idk what to do
I can confirm terrible performance on 9070 (non XT), 5700x3D and 32GB of 3600Mhz ram on Fedora 44 KDE with Mesa 26.0.6. On all low settings i get somewhat stable 60fps. High / Ultra / Extreme settings (non RT) are terrible and give me 25-35fps.
Interestingly enough, my GPU is pretty much on constant 99% usage with only 120-150W power draw (where max is 220W).
This issue happens exclusively in Forza Horizon 6.
There is also stuttering from time to time when driving.
I have discovered, that major FPS drop is caused by car reflections (non RT ones). By turning them off it dropped my GPU usage on ultra settings from constant 99% on 60fps lock to waving 70-90%. Its still underperforming to what this GPU is capable off, but at least now its playable.
I don't even get stutters per se, but rather it feels like the game has frame pacing issues. Like, it's smooth but frames get delivered inconsistently, with vsync on or off, capped at 60, 120 or even uncapped FPS.
If I put it on the low preset it seems to improve. In particular I found that increasing the environment textures setting introduces the pacing issues, which is odd because the game reports I have plenty of vram even for the "Extreme" texture preset, but anything above low presents issues.
Maybe there's some sort of bottleneck with texture streaming?
Resolution does not seem to matter, I get the same frame pacing issues at 3840x1080 fullscreen or 1600x900 windowed. Upscaling doesn't help either. Again, lowering textures had an impact for me, but the game looks pretty horrible on the "Low" setting so fixing this would be nice.
I have basically no issues running other games other than the occasional Unity game with bottlenecked scripts. BeamNG.drive runs extremely well with the native port.
I haven't tried using Proton-GE and my default is Proton Experimental on Steam.
One bug I have is if I don't enable Steam Input the game fails to recognize controllers which are connected while it's running. So a pre-connected controller is fine, but connecting one during it or if it reconnects it doesn't get picked up anymore until restarting the game.
Update: I can have everything on Ultra and only need to turn down textures to Low and suddenly my frame pacing issues are severely reduced, though they still occur occasionally.
I should mention that the game only reports 12.6GB of VRAM even though my GPU has 16GB.
Update 2: Sometimes the game seems to get stuck at 30 FPS regardless of settings, but changing resolutions/full screen/windowed seems to fix this. Not sure if a game bug or a Linux/Wine/Proton bug.
AMD Ryzen 5900XT
32GB DDR4 and Swap on PCIe 4x4
AMD Radeon 6800XT 16GB
Game is installed on a PCIe 4x4 non-root drive with BTRFS, root drive is PCIe 3x4 EXT4.
KDE Plasma 6.6.4 on Wayland
Linux-Zen 7.0.2
Managed to fix my issue by removing PROTON_ENABLE_HIDRAW=1 from the launch options.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4495012960
Adding my data point here. After some 14 hours in game I got 4 crashes. One crash after a race loading screen (with proper error box, I don't remember the exact error unfortunately ), two freezes in the middle of online race (visuals froze, but music continued) and one case where the game just vanished without any error box. The whole time I have the weird "simulation slowdowns", but that may be a game or AMD issue, since my friend with the same GPU has them in Windows too.
I'm using proton hotfix the whole time (not sure which exact version). One major issue with the game is that after launch, in 4/5 cases, the audio just stops when transitioning from intro movies to main menu. There are occasional crackles, but no proper sound.
Otherwise I'm playing on extreme preset without RT, with framerates between 40-80 depending on region. HDR in gamescope works flawlessly. I'm playing with Xbox gamepad (Series generation) through USB cable without any issues.
GPU: AMD RX 7900 XT
CPU: AMD Ryzen 5950X
RAM: 64 GB
Mesa version: 26.0.6-arch1.1
Distro: EndeavourOS
Kernel: 7.0.8-arch1-1
KDE version: 6.6.5
Launch parameters: gamescope --hdr-enabled -f -W 2560 -H 1440 -- %command%
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4505523939
Set environment textures and geometry detail to low, they’ll help tremendously with the “simulation slowdowns”
I haven't seen anyone else mention it here, but the stuttering only happens at high gpu usage for me, locking it to 60 fps with slightly lower settings, so the usage remains around 50/60%, the game rarely stutters during normal gameplay.
GPU: AMD Radeon RX 9070 XT
Video driver version: 26.0.6-arch1.1
Kernel version: 7.0.5-arch1-1
Proton version: Experimental, Bleeding Edge
Launch options: PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_HDR=1 DXVK_HDR=1 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=no_upload_hvv,single_queue PROTON_SET_GAME_DRIVE=1 WINEDLLOVERRIDES="winmm=n,b;steam_api64=n,b;steamclient64=n,b;version=n,b" %command%
Extreme:
Extreme, Low Enviroment Texture Quality, High Enviroment Geometry Quality:
Update, for me the combination of new mesa (26.1.1), new proton hotfix and setting world textures and geometry to low while keeping the rest at ultra has more or less resolved stuttering.. Feels bad having it on low with rx 9070 xt, but it is what it is..
Game is enjoyable for me on 9070 XT using the current bleeding-edge proton, locking fps to 60 and using extreme preset with environment textures set to low, no RT. Some microstutters still exist, especially when going fast.
Still hope we can make some new discoveries to fix the issue as a whole and enjoy the game on max fidelity as it was already an issue in FH5 also.
Thanks to anyone that conrtibuted so far!
Adding my 2 cents, game is running well enough on a 9070 XT w/ Ryzen 9800X3D, but RT is still causing crashes at any setting. Running latest Proton-CachyOS-SLR as of 5/21/2026 with the following variables set in Steam:
PROTON_FSR4_UPGRADE=1 PROTON_ENABLE_WAYLAND=1 DXVK_HDR=1 %command%
Not sure if anyone else has seen this but I just got the infamous "FHE01" crash error come up BUT my game is still playable.
I was getting FHC00 crashes after seconds of gameplay, I reduced the crashes by dropping to low settings, 720p, 20 fps; bumping this up to even 30 fps would drastically increase crashing.
Moving from bleeding edge experimental to proton-cachyos-11.0-20260506-slr didn't change this crashing.
Moving from proton-cachyos-11.0-20260506-slr to proton-cachyos-11.0-20260429-slr-x86_64_v3 has allowed me to play for 2hr on high settings whereas before I could only play a minute if lucky.
Perhaps inspecting the differences between proton-cachyos-11.0-20260429-slr and proton-cachyos-11.0-20260506-slr could shed light on the FHC00 crashes people are getting.
OS: CachyOS x86_64
Kernel: Linux 7.0.9-1-cachyos
DE: KDE Plasma 6.6.5
WM: KWin (Wayland)
CPU: AMD Ryzen 5 2600 (12) @ 3.40 GHz
GPU: NVIDIA GeForce RTX 2080 Ti Rev. A [Discrete]
Driver: 595.71.05-1
Memory: 31.24 GiB
Can confirm proton-cachyos-11.0-20260429+ fixes FHC00, there are micro stutters ocasionally but the game is very playable on ultra. Thank you @Psykatte.
OS: Arch x86_64
Kernel: 7.0.9-arch1-1
DE: Hyprland
WM: Hyprland (Wayland)
CPU: AMD Ryzen 7 8845HS (15)
GPU: NVIDIA GeForce RTX 4060 [Discrete]
Driver: 595.71.05-1
Memory: 14.9 GiB
Just throwing my hat in the ring that I'm also having major issues, the game seems to pause very frequently before lurching forward, something which worsens the longer my machine's been running (??). From what I can ascertain it's something to do with read issues from disk, because every spike comes with a drop in CPU/GPU usage and a very temporary high read from my SSD (which is being used exclusively on the game at the time). The game is stable in that it doesn't crash, but it's still unplayable no matter what settings, reducing texture/env detail to very low doesn't improve it. I also have the issue with none of the livery graphics showing in the menu making that impossible to use.
Tried multiple revisions of proton and none of them fix the issue; latest cachyOS proton breaks my audio completely.
OS: Garuda Linux x86_64
Kernel: 7.0.9-zen1-1-zen
DE: KDE Plasma 6.6.5
WM: KWin (Wayland)
CPU: AMD Ryzen 5 2600X (12) @ 3.60 GHz
GPU: AMD Radeon RX 9060 XT
Driver: Mesa 26.0.6-arch1.1
Memory: 31.28GB
I tested out the above and it solved everything for me with ray tracing disabled (nvidia 3080ti on ubuntu 26.04). Previously I was stuck with everything in very low settings and capped at 36fps to lower the frequency of crashes, now with that vkd3d patch I have everything set ultra with uncapped fps, no crashes at all after several hours, and almost no stuttering.
Still causing crashes:
- Ray tracing on
Nvidia Reflex Low Latency, if that's on then the game freezes on loading (doesn't even get to the main menu). I guess that must be a different issue?
Hi pbellchambers, could you please share your configuration of proton and commands? I'm on Ubuntu as well and I can't get past the tutorial without it crashing on very low settings. I would love to know what your solution is.
OS: Ubuntu 26.04
Proton version tested: Experimental, hotfix, Cachy-OS
NVIDIA: 3050
Ram: 16gb
I am also dealing with horrific lurching on a 9070xt on medium settings. The slower the car the better it is, but endgame S1+ spec races are pretty much unplayable even with medium settings.
edit: even on very low settings the lurching is bad.
Adding my 2 cents, game is running well enough on a 9070 XT w/ Ryzen 9800X3D, but RT is still causing crashes at any setting. Running latest Proton-CachyOS-SLR as of 5/21/2026 with the following variables set in Steam:
PROTON_FSR4_UPGRADE=1 PROTON_ENABLE_WAYLAND=1 DXVK_HDR=1 %command%
Do you not get frequent stutters and physics slowdowns? For me the game is unplayable with the same settings on my 9070XT. My CPU is a 5800X3D though, but it never was a bottleneck so far.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4520072219
Lock FPS to 30 or lower for the tutorial worked for me but it seems results may vary
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4520673074
Just changed my stuff to his, and my stutters are gone. Before I was running proton experimental [bleeding edge]. I'll play for a bit, and see if I encounter any crashes, since I didn't with experimental.
PROTON_ENABLE_WAYLAND=1 DXVK_HDR=1 %command%
proton-cachyos-11.0-20260506-slr-x86_64_v3
Side note, oof look at my cpu framerate vs his, I should upgrade at some point, maybe when ddr5 comes down in price.
Nothing significant enough to keep me from playing for two hours yesterday.
I'm usually pretty sensitive to microstutter so any that was there wasn't
bad at all. Interesting thought on the CPU difference, I wonder if it's
just exacerbated on the 5800X3D at this point.
On Fri, May 22, 2026, 9:36 AM Luneko @.***> wrote:
luneko left a comment (ValveSoftware/Proton#9789)
https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4520673074Adding my 2 cents, game is running well enough on a 9070 XT w/ Ryzen
9800X3D, but RT is still causing crashes at any setting. Running latest
Proton-CachyOS-SLR as of 5/21/2026 with the following variables set in
Steam:Do you not get frequent stutters and physics slowdowns? For me the game is
unplayable with the same settings on my 9070XT. My CPU is a 5800X3D though,
but it never was a bottleneck so far.—
Reply to this email directly, view it on GitHub
https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4520673074,
or unsubscribe
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You are receiving this because you commented.Message ID:
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I'm running Bazzite on a Laptop with Nvidia 4050 and 32GB ram
Hi pbellchambers, could you please share your configuration of proton and commands? I'm on Ubuntu as well and I can't get past the tutorial without it crashing on very low settings. I would love to know what your solution is.
OS: Ubuntu 26.04 Proton version tested: Experimental, hotfix, Cachy-OS NVIDIA: 3050 Ram: 16gb
@A402B
OS: Ubuntu 26.04
CPU: AMD Ryzen 7950X
GPU: Nvidia 3080ti
Driver: 595.71.05 (the default one from apt install nvidia-driver-595)
Proton: Experimental
Then replace the vkd3d-proton files in the proton experimental install directory (instructions from this comment), change the <steam_library_location> part to wherever your steam library is located, and you'll need to repeat this whenever steam updates proton until that PR gets merged and included:
download build for this PR https://github.com/HansKristian-Work/vkd3d-proton/actions/runs/25965683046/artifacts/7034546231
And replace vkd3d libs by commands like this
cp -vr Downloads/vkd3d-proton/x64/* <steam_library_location>/steamapps/common/Proton\ -\ Experimental/files/lib/wine/vkd3d-proton/x86_64-windows/
cp -vr Downloads/vkd3d-proton/x86/* <steam_library_location>/steamapps/common/Proton\ -\ Experimental/files/lib/wine/vkd3d-proton/i386-windows/
Finally...
Launch Options: RADV_EXPERIMENTAL=heap radv_wait_for_vm_map_updates=true %command%
Game Options: Ray tracing off, Nvidia Reflex Low Latency off, everything else whatever you want
Runs great after that, ~49 hours played, no crashing at all. I do get some occasional stuttering, but this seems to be the same as on windows. Turning down texture quality and car reflections seems to reduce it.
For reference, in-game settings and benchmark...
An aside from the performance issues, I also can't see vinyls/logos when in the designer.. and a cursory duckduck showed no widespread complaints of this so I'm thinking it's linux based? Any ideas?
[img]
I'm seeing the same on my end. In this screen (Any home/garage menu > Cars > Designs and paints > Apply designs and vinyls > Apply a vinyl shape/logo/mask shape) only a couple shapes ever show up. They're still there and can be selected and put on the car. Going back to the menu, whatever item was selected will now be the only one visible in the menu.
I'm not sure if this is related or not, but some materials/shaders? appear invisible in the world itself. In one case, some of the gradient effects behind the level counter in player nameplates show as transparent. I've also seen other instances of other things glitching out in gameplay along these same lines, but I don't have screenshots of them handy.
Proton Experimental 23289363, i5-10400f, RX-6600XT, EndeavourOS KDE X11
I tried literally everything and that is basically the best framerate i can gain with this game (unless i also disable shadows completely, then i get +10fps. FSR only lifts fps by like 3-7fps, so there is something very bizarre going on. I did proton experimental bleeding edge, proton GE 10-34, Proton CachyOS, native wayland, xwayland, mesa 26.0.6, 26.1, git 26.1.1, vkd3d horizon fixes.
I no longer have any idea what can i do to gain more, playable FPS in this game. Person with same GPU can get 90fps on all extreme except terrain quality which is a known bug.
I also tried disabling rebar, but no success here either.
Proton_log spams insane amount of errors within minutes, so i assume its the source of the problem
matejss@matejss:~$ tail -n 10000 steam-2483190.log | cut -c1-120 | sort | uniq -c | sort -rn | head -30 33 23224.295:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 33 23224.295:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 33 23224.295:0140:026c:trace:seh:call_vectored_handlers calling handler at 000000014534B378 code=c000001d flags=0 30 23224.269:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 29 23224.269:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 29 23224.269:0140:026c:trace:seh:call_vectored_handlers calling handler at 000000014534B378 code=c000001d flags=0 26 23224.315:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 26 23224.315:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 26 23224.315:0140:026c:trace:seh:call_vectored_handlers calling handler at 000000014534B378 code=c000001d flags=0 24 23224.295:0140:026c:trace:seh:dispatch_exception code=c000001d (EXCEPTION_ILLEGAL_INSTRUCTION) flags=0 addr=000000014446 21 23224.292:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 21 23224.292:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 21 23224.292:0140:026c:trace:seh:call_vectored_handlers calling handler at 000000014534B378 code=c000001d flags=0 21 23224.288:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 21 23224.287:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 21 23224.286:0140:026c:trace:seh:call_vectored_handlers calling handler at 000000014534B378 code=c000001d flags=0 21 23224.274:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 21 23224.274:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 21 23224.273:0140:026c:trace:seh:call_vectored_handlers calling handler at 000000014534B378 code=c000001d flags=0 21 23224.272:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 21 23224.272:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 21 23224.269:0140:026c:trace:seh:dispatch_exception code=c000001d (EXCEPTION_ILLEGAL_INSTRUCTION) flags=0 addr=000000014446 20 23224.301:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 20 23224.301:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 20 23224.301:0140:026c:trace:seh:call_vectored_handlers calling handler at 000000014534B378 code=c000001d flags=0 20 23224.300:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 20 23224.300:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff 20 23224.300:0140:026c:trace:seh:call_vectored_handlers calling handler at 000000014534B378 code=c000001d flags=0 20 23224.289:0140:026c:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d. 20 23224.289:0140:026c:trace:seh:call_vectored_handlers handler at 000000014534B378 returned ffffffff matejss@matejss:~$ grep -c 'ILLEGAL_INSTRUCTION' steam-2483190.log 3520701
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4522207428
Have you tried setting the texture quality to low?
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4522207428)
Have you tried setting the texture quality to low?
Yes, as you can see on my benchmark it is on low. I have also tried setting geometry and car quality to low - did not help.
I went basically through EVERY possible setting, from resolution, to upscaling to every possible quality option one by one and analyzed the performance impact.
Highest impacts are:
FSR:
Off -> Quality gives me about 5fps on average
Quality -> Ultra performance another 5-10. Something is definietly off here
i even tried switching resolution from 1440p to 1080p to see if somehow it has any effect - almost same performance and GPU usage.
My gpu is on constant 99% usage (unless i limit to 60fps then we are in 80s and 90s), max wattage at around 140-150W. VRAM sticks with 4-7GB usage, CPU at around 50% per core, Thermals in their 40s C. GPU clocks are properly utilized.
Raytracing obviously eats FPS or crashes, so its permanently off.
Most importantly it happens only in forza horizon 6. Diablo 4? Everything works perfectly, GPU is utilized and its also a DX12 game so VKD3D is used.
Benchmark? Proper utilization as well
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4468002719
EDIT: the quote reply was removed by a moderator - you need to read the comment I replied to (see link above) to get the fix I mention below.
If anyone is reading this and you're on nvidia this also works! However your launch options should be instead:
PROTON_ENABLE_WAYLAND=1 PROTON_HIDE_NVIDIA_GPU=0 PROTON_ENABLE_NVAPI=1 PROTON_USE_NTSYNC=0 PROTON_ENABLE_NVAPI=1 PROTON_ENABLE_NGX_UPDATER=1 PROTON_NVIDIA_LIBS=1 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=no_upload_hvv,single_queue WINEDLLOVERRIDES="winmm=n,b;steam_api64=n,b" %command%
The example copy commands above are if you're using GE-Proton 10-34 only, you have to modify the paths if you're using a different version of proton!!!
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4522873824
Ah I see, apologies. I replied on mobile so I missed that.
I'm getting ~170W-190W GPU power draw @ 4k, 99% usage, and max quality (minus RT & texture) on my 7900 XTX. Either their engine is amazingly efficient or its not pulling enough power. I don't remember how much power FH5 pulled
For me, setting texture quality to low didn't completely take away the pausing/stutters, but it at least made it playable
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4523000705
I was going to avoid adding noise, but this is getting a bit ridiculous.
I run a 3060Ti on Arch with X11. For me, the game works almost entirely fine, with some slowdowns on asset streaming (which is a famous problem of their engine anyway), with ONE option and ANY relatively fresh proton version, where vkd3d supports the flag:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
This stops the crashing and all the egregious stuttering.
Obviously, the name of the flag implies that the feature is incomplete and/or broken in some way, but it seems to be sufficient to run Horizon 6.
Performance is better with Experimental or CachyOS protons, GE-34 stutters noticeably.
In my case I also add no_upload_hvv to VKD3D_CONFIG, as this seems to make my system behave better, as the mobo hasn't been updated to support resizable BAR.
FURTHERMORE, a lot of the options you've provided here are either not doing anything or just irrevant:
PROTON_HIDE_NVIDIA_GPU=0 PROTON_ENABLE_NVAPI=1 PROTON_ENABLE_NGX_UPDATER=1 this does nothing, it's the default with an nvidia card.PROTON_NVIDIA_LIBS=1 this looks like a CachyOS-Proton feature, may actually be doing something. Unsure if it's present in a current version tho, can't find much on it.WINEDLLOVERRIDES="winmm=n,b;steam_api64=n,b" completely irrelevant herePROTON_USE_NTSYNC=0 unsure why you'd disable ntsync, its performance is at least on par with fsync on a modern systemPROTON_VKD3D_HEAP does nothing unless you're using a very specific CachyOS-Proton, and then it just enables i_want_broken_descriptor_heap.UPD: Fun fact: PROTON_ENABLE_NGX_UPDATER is NOT a Proton flag. It's an NVIDIA one 🤷.
UPD1: This does not fix the decal menu nor issues with transparency on ghost cars, but these are nuisances at best.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4524061799
I just simply was posting what worked for my nvidia 3060ti, im sure there are a few env vars there that could be removed but it works for me and has been solid for hours for me. No stutters, no crashing.
I run a 3060Ti on Arch with X11. For me, the game works almost entirely fine, with some slowdowns on asset streaming (which is a famous problem of their engine anyway), with ONE option and ANY relatively fresh proton version, where vkd3d supports the flag:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
You legend! I can confirm that I was able to clear the tutorial with these. Extreme settings, 2560x1440, 144hz, 9950X3D / RTX 5090 / NVIDIA 595.58.03 / Linux 7.0.1 / Proton Experimental / NixOS 25.11+unstable packages.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4521684877
2 Days playing with no crash FHC00 and stuttering but after crash FHC01 after wheelspin. And where players in horizon live?
I was going to avoid adding noise, but this is getting a bit ridiculous.
I run a 3060Ti on Arch with X11. For me, the game works almost entirely fine, with some slowdowns on asset streaming (which is a famous problem of their engine anyway), with ONE option and ANY relatively fresh proton version, where vkd3d supports the flag:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
This one paired with Proton Hotfix fixed the issues for me.
One caveat though is DLSS has a weird bug with some shiny stuff on the screen. Regular AA will do it for now
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
This also worked for me on
Bazzite 44
Nvidia 4050
Just for clarification because people keep talking about manually copying files from vkd3d-proton into their local steam installation...
I was under the impression that the official way to test the changes is by changing the version of Proton Experimental to the Proton Experimental [bleeding-edge] version in Steam and set VKD3D_CONFIG to the experimental flags or am I missing something here which makes it necessary to manually manage those files?
Was any definitive fix found for the stuttering? It seems like on windows, disabling HAGS makes the game perfectly smooth.
I'm stuck with the low textures workaround but even then I get a lot of hiccups.
Was any definitive fix found for the stuttering? It seems like on windows, disabling HAGS makes the game perfectly smooth.
I'm stuck with the low textures workaround but even then I get a lot of hiccups.
Im in the same boat and i have the same question.
Looks like bleeding-edge just pulled in some more vkd3d-proton changes, but is still missing the last 11 or so commits from https://github.com/HansKristian-Work/vkd3d-proton/tree/forza-workarounds. That means that it has the basic descriptor heap changes but is missing the FH6-specific changes, but it may be just as good as proton-cachyos now as that has an even older version of the descriptor heap changes. If you want to try it, note that the flag is different, VKD3D_CONFIG=i_want_broken_descriptor_heap (I assume that enable_experimental_features is still required, too).
I'd be interested to hear about experiences with bleeding-edge 20260523. I'd also love to see a NixOS config that builds and uses the forza-workarounds branch and uses that along with some appropriate Proton base version (11.0?).
The gameplay run smoothly on my RX 7800 XT, but in the the Vinyl Select page there is no preview of the vinyl
The gameplay run smoothly on my RX 7800 XT, but in the the Vinyl Select page there is no preview of the vinyl
Yeah I'm hoping this gets addressed sooner rather than later, I'm really getting the itch to start customizing
The gameplay run smoothly on my RX 7800 XT, but in the the Vinyl Select page there is no preview of the vinyl
I'm seeing the same issues with the vinyl decals - this is the main issue with this game that I'd like to see addressed.
I've not experienced any game crashes or major issues on AMD hardware (9800X3D + 9070XT). Any performance issues were resolved by lowering the graphics settings, which I'm fine with as apparently even on Windows there are performance issues on AMD GPUs currently.
I'm on CachyOS KDE using Proton Bleeding Edge and only the following launch arguments:
PROTON_FSR4_UPGRADE=1 gamescope -w 2560 -h 1440 -r 120 -f -- %command%
I'm trying to check some logging, any idea how to disable these spamming messages in the proton logs?
02246.257:0128:0270:fixme:vkd3d-proton:d3d12_command_list_resolve_subresource: Unsupported combination of resolve parameters.
102246.275:0128:0270:fixme:vkd3d-proton:d3d12_command_list_select_resolve_path: Selected resolve path 3 for mode 3, format 41, but destination image cannot be used as a render target.
102246.275:0128:0270:fixme:vkd3d-proton:d3d12_command_list_resolve_subresource: Unsupported combination of resolve parameters.
102246.294:0128:0270:fixme:vkd3d-proton:d3d12_command_list_select_resolve_path: Selected resolve path 3 for mode 3, format 41, but destination image cannot be used as a render target.
102246.295:0128:0270:fixme:vkd3d-proton:d3d12_command_list_resolve_subresource: Unsupported combination of resolve parameters.
102246.312:0128:0270:fixme:vkd3d-proton:d3d12_command_list_select_resolve_path: Selected resolve path 3 for mode 3, format 41, but destination image cannot be used as a render target.
102246.312:0128:0270:fixme:vkd3d-proton:d3d12_command_list_resolve_subresource: Unsupported combination of resolve parameters.
102246.330:0128:0270:fixme:vkd3d-proton:d3d12_command_list_select_resolve_path: Selected resolve path 3 for mode 3, format 41, but destination image cannot be used as a render target.
102246.330:0128:0270:fixme:vkd3d-proton:d3d12_command_list_resolve_subresource: Unsupported combination of resolve parameters.
102246.348:0128:0270:fixme:vkd3d-proton:d3d12_command_list_select_resolve_path: Selected resolve path 3 for mode 3, format 41, but destination image cannot be used as a render target.
102246.348:0128:0270:fixme:vkd3d-proton:d3d12_command_list_resolve_subresource: Unsupported combination of resolve parameters.
I looked on the debug channels from the official wine docs, but doing WINEDEBUG=fixme-all doesn't remove them..
I got it running pretty good with this:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap gamemoderun gamescope -W 3840 -H 2160 -r 60 -f -- %command%
I had som performance issues so was experimenting with some options like this:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap PROTON_FSR4_UPGRADE=1 gamemoderun gamescope -w 2560 -h 1440 -F fsr -W 3840 -H 2160 -r 120 -f -- %command%
But it kept crashing on startup, so I decided to revert to my last known good and now the game freezes at the beginning of the playground games splash screen. And whatever I do I can't get any further, it always(*) freezes there.. Proton Hotfix btw.
Wish I stopped experimening xD
(*)For some strange reason it works if i set PROTON_LOG=1, but then the game is stuttering alot, and is not playable.
edit: fixed it, se comment below.
But it kept crashing on startup, so I decided to revert to my last known good and now the game freezes at the beginning of the playground games splash screen. And whatever I do I can't get any further, it always(*) freezes there.. Proton Hotfix btw.
Do you have nvidia reflex or dlss turned on?
But it kept crashing on startup, so I decided to revert to my last known good and now the game freezes at the beginning of the playground games splash screen. And whatever I do I can't get any further, it always(*) freezes there.. Proton Hotfix btw.
Do you have nvidia reflex or dlss turned on?
nvidia reflex might have been on, but not dlss.
I ended up re-installing the game. And now I have no issues, even the initial performance issues is gone, it just rock solid 60fps.
Hey everyone, I have a potential solution! :)
OS: Ubuntu 26.04 (Means I'm using Wayland and Gnome 50)
Proton: Cachy-OS-11.0 2026 0506 version SLR I got this from the cachy-os repo
Nvidia 3050 8gb VRAM
I was experiencing crashing and terrible performance like you all. I couldn't even get 30 seconds through the tutorial without it freezing and crashing. (error FHC00)
My solution was to update the Nvidia drivers to 595.71.05! I used the command ubuntu-drivers in the terminal to update it.
And in the launch options for steam:
PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%
With graphics set to HIGH (Not HIGH+RT!) it works wonderfully at 60fps, no more crashes and very very very infrequent microstutters.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4492270343
good fix for g16 amd 370HX 4060ti with running latest proton bleeding edge
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
This also worked for me on Bazzite 44 Nvidia 4050
This fixed it for me - i had a issue where it would just crash with the FHC00 error aswell.
OS: Linux Mint 22.3 x86_64
Kernel: 6.8.0-117-generic
CPU: AMD Ryzen 9 5900X (24) @ 3.700G
GPU: NVIDIA GeForce RTX 3080
Memory: 32010MiB
Proton Hotfix (todays date: 25. of May 2026)
Startup commands in steam:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
Like many others, I've been experimenting all sorts of things trying to get the stuttering and fps drops to improve. I just found something today that makes a significant improvement that I haven't read about yet.
DISABLE_LOW_LATENCY_LAYER=1
You can read more about it here: https://github.com/Korthos-Software/low_latency_layer
The stutters and fps drops are still there, but adding that makes a significant improvement. None of the other options seemed to make a difference, including LOW_LATENCY_LAYER=0, which is strange.
This low latency layer seems to be something in proton-cachyos but not the official proton versions. Or am I wrong?
I tested this using the latest official proton-cachyos (20260506) as well as the latest build from https://github.com/CachyOS/proton-cachyos/actions/workflows/snapshot.yml using the FH6 hotfix files from vkd3d-proton. This gives me the best performance.
Full command/envs:
DISABLE_LOW_LATENCY_LAYER=1 PROTON_ENABLE_WAYLAND=1 PROTON_USE_NTSYNC=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap,avoid_image_buffer_aliasing,null_buffer_siblings RADV_EXPERIMENTAL=heap radv_wait_for_vm_map_updates=true %command%
I haven't tried with the just released version of the low latency layer that disables it by default. Maybe I'll submit a PR or bug report on cachy to get it updated.
My system:
Operating System: CachyOS Linux
KDE Plasma Version: 6.6.5
Kernel Version: 7.0.10-1-cachyos (64-bit)
Processors: 16 × AMD Ryzen 7 9800X3D 8-Core Processor
Memory: 64 GiB of RAM
Graphics Processor: AMD Radeon RX 6800
Mesa 26.1.1-arch2.1
Hello @GSDragoon, adding a third party Vulkan layer and then disabling it to see an improvement is fairly strong evidence that it's an issue with that layer being added to the render stack and is not a Proton issue. You should follow up with the maintainers of that Vulkan layer.
I've been playing fairly successfully with proton-cachyos-20260506 for a while now, but with two notable issues.
Startup options: VKD3D_CONFIG=enable_experimental_features,descriptor_heap PROTON_VKD3D_HEAP=1 PROTON_ENABLE_WAYLAND=1 gamescope -w 3440 -h 1440 -W 3440 -H 1440 -f -S integer --adaptive-sync -r 144 -- %command%
In-game settings: Ultra preset graphics. 3440x1440, 72fps or unlocked frame rate, no vsync, full screen off, TAA enabled, DLSS stuff all off.
PROTON_ENABLE_WAYLAND is probably doing nothing here, or at least nothing useful.
Besides those two issues, the game is running reasonably well. If the frame timing issue is addressed I'd describe it as "works well enough". The resolution workaround is irritating but would be less so if I only had to do so once a session not every 40 minutes or so.
My system:
OS: NixOS 26.05 (Yarara, currently unstable)
Compositor: Niri
Kernel: 6.18.28
CPU: AMD 9950X3D
GPU: NVidia 5080
Mesa version: 26.1.1
Proton version: proton-cachyos-11.0-20260506-slr-x86_64_v3
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4529281559
This works, and also fixed audio issues I've had (where I could hear nothing but little popping noises if there was any to begin with) with VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command% without gamescope.
I just had to adjust gamescope options to my display and remove gamemoderun which conflicts with my system.
FHE01 crash still happens which looks like a game issue and is also reported on Windows, but when it happens I can't click the button in the crash handler.
OS: PikaOS 4
DE: KDE Plasma 6.5.4
Kernel: 7.0.8-pikaos
CPU: Ryzen 5 2600
GPU: RTX 4060 Ti 8GB
Nvidia Driver: 595.71.05
Mesa: 26.1.1-101pika1
Proton: Hotfix (May 25, 2025)
Forza Horizon 6 - Video Card Crash (Code: FHC00) at high speeds on Linux (Pop!_OS / COSMIC Wayland / NVIDIA RTX 4060)
Issue transferred from https://github.com/ValveSoftware/Proton/issues/9822.
@Kpun11th posted on 2026-05-26T17:06:08:
Hello,
I am experiencing a consistent game crash with Error Code: FHC00 (Video Card Crash) while playing Forza Horizon 6 on Linux.
The game successfully launches using Proton Hotfix. The built-in Benchmark Mode runs perfectly fine from start to finish without any crashes. However, in the actual game, the crash happens consistently during high-speed driving (around 120+ MPH) when streaming environments or driving past dense areas (like cherry blossom fields).
Right before the crash, the game freezes for about 1 second, attempts to recover and moves forward for a split second, then completely freezes and throws the FHC00 error. Steam then becomes unresponsive (zombie process) and requires a manual 'pkill' in the terminal to close.
I have already tried using launch options like PROTON_FORCE_VULKAN_HEAP_SIZE, VKD3D_CONFIG=no_upload_hbm, and PROTON_VKD3D_HEAP=1, but the high-speed streaming crash persists.
System Specifications:
Please let me know if you need any proton logs or additional details. Thank you!
Hi,
I had to play with this a bit to get it stable on Manjaro Linux here and thought others may benefit from the changes that got me to stable, albeit on 'low' or 'medium' presets for now. Windows runs fine on high here but I did not test extensively on Windows. Just a run to see if it was stable, gauge the auto-detected frame rates, while trying to get linux to run it.
My workaround in case it helps anyone else.
NVIDIA workaround — stable multi-hour sessions on 4060 Ti / Manjaro / proton-cachyos
System:
TUF Gaming X570 Plus-Wifi
Ryzen 7 5700G
64GB RAM
TUF Gaming 4060 Ti OC 8GB
Manjaro Linux
KDE Plasma X11
mwhd-nvidia driver 595.71.05
proton-cachyos-11.0-20260506
/etc/sysctl.d/99-fh6.confvm.nr_hugepages=1024
fs.file-max=2097152
fs.inotify.max_user_watches=524288
Then apply with sudo sysctl --system.
2. Steam launch options
mangohud PULSE_LATENCY_MSEC=60 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap gamemoderun %command%
3. In-game preset
Low or Medium (Medium works but at a slightly lower frame rate).
The key fix appears to be VKD3D_CONFIG=descriptor_heap, which changes how VKD3D manages D3D12 descriptor heaps and prevents the Xid 109 CTX SWITCH TIMEOUT that otherwise causes crashes. The sysctl hugepages tweak also helps by reducing TLB pressure. Without these changes the game crashed reliably within minutes on NVIDIA hardware.
Hopefully NVIDIA gets off their tails and fixes this as I should be able to run at least 'high' preset here and probably more. ;/
But it got it workable for me for the time being.
Updated to proton-cachyos-11.0-20260519-slr-x86_64_v3
Now I can play the game without any VKD3D specific launch options, and get the same performance as before when i was using VKD3D_CONFIG=no_upload_hvv,single_queue. However, texture quality set to Low is still required.
Also, LOW_LATENCY_LAYER=1 is working well. Using my Gamesir G7 Pro 8k @ 4k polling rate is now usable via xinput, and @ 8k polling rate is noticeably better via xinput but still has too much input lag to be viable.
System: 14900KS, 7900 XTX, CachyOS
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4546886864
Hi Kpun11th, update your NVIDIA driver to the latest version (595), I had the same crash as you and updating my driver fixed it.
I'm kinda having similar issues using both cachy proton and experimental. I've noticed for me though that it only crashes if it's my second time opening the game. If I first boot in then launch it it plays as smooth as butter but as soon as I close it I can't make it past the welcome back screen without a crash until I reboot.
System Specifications:
OS: Arch w/ Hyprland
CPU: Intel I7 13700KF
GPU: NVIDIA GeForce RTX 4090
RAM: 32 GB
NVIDIA Driver Version: 595.71.05
Compatibility Tool: Proton Experimental (Bleeding Edge) and proton-cachyos
Has someone fixed the issue where the vinyls are invisible?
I’m also seeing consistent GPU crashes during the intro/tutorial on NVIDIA.
The game launches correctly and reaches the intro, but it crashes after around 10 seconds with the Forza GPU crash dialog:
code FHC00
This happens with both Proton Hotfix and Proton Experimental.
System details:
OS: Debian GNU/Linux 13 (trixie) 64-bit
Kernel: 6.12.90+deb13-amd64
GPU: NVIDIA RTX 3070 8GB
Driver: 610.43.02
NVIDIA kernel module: Open Kernel Module
Resolution: 3440x1440
Settings during one of the tests: High
Performance before crash: 80+ FPS
The crash does not look like a normal game crash. The kernel logs show NVIDIA GPU errors, including Xid 109 and Xid 13. I also see vkd3d_queue involved in one of the crashes.
Relevant kernel log excerpts:
NVRM: Xid (PCI:0000:26:00): 109, pid=31058, name=forzahorizon6.e, channel 0x00000010, errorString CTX SWITCH TIMEOUT, Info 0xc012
NVRM: Xid (PCI:0000:26:00): 109, pid=32565, name=forzahorizon6.e, channel 0x00000014, errorString CTX SWITCH TIMEOUT, Info 0xc016
NVRM: Xid (PCI:0000:26:00): 13, Graphics Exception: SKEDCHECK23_CONSTANT_BUFFER_SIZE failed
NVRM: Xid (PCI:0000:26:00): 13, pid=35713, name=vkd3d_queue, Graphics Exception: ESR 0x407020=0x80 0x407028=0x0 0x40702c=0xc4d6f 0x407030=0x0
NVRM: Xid (PCI:0000:26:00): 13, pid=35713, name=forzahorizon6.e, Graphics Exception: channel 0x0000001f, Class 0000c7c0, Offset 00000000, Data 00000000
NVRM: Xid (PCI:0000:26:00): 109, pid=39612, name=forzahorizon6.e, channel 0x00000014, errorString CTX SWITCH TIMEOUT, Info 0xc016
I tested different launch options and graphics settings, but none of them had any noticeable effect on the issue.
Current status: the game is still not playable for me on NVIDIA 610.43.02 with Proton Hotfix / Proton Experimental.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4552932402
Which launch args do you have ?
I had the same issues but adding the following launch args fixed the crashes for me:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
Which launch args do you have ? I had the same issues but adding the following launch args fixed the crashes for me:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
I already tested with the suggested launch options:
VKD3D_CONFIG=enable_experimental_features,i_want_broken_descriptor_heap %command%
Unfortunately, I still get the same GPU crash, but it now happens even earlier: before reaching the game menu.
The crash still shows the Forza GPU crash dialog with code FHC00, and the kernel logs still show NVIDIA Xid errors similar to the previous ones:
NVRM: Xid 109, name=forzahorizon6.e, errorString CTX SWITCH TIMEOUT
NVRM: Xid 13, Graphics Exception: SKEDCHECK23_CONSTANT_BUFFER_SIZE failed
NVRM: Xid 13, name=vkd3d_queue
This also happens with both Proton Hotfix and Proton Experimental.
So on my system, enabling i_want_broken_descriptor_heap does not improve the situation. It actually makes the crash occur before the menu instead of during the intro/tutorial.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4553254629
Hmm - I just noticed you are running the new Nvidia 610.xx driver - have you tried the 595 version? As far as I know the 610 should be brand new, so it could cause some issues.
Hmm - I just noticed you are running the new Nvidia 610.xx driver - have you tried the 595 version? As far as I know the 610 should be brand new, so it could cause some issues.
Yes, I initially tested the game on the 595 NVIDIA driver and had the same issue there as well.
I actually had high hopes for the new 610.43.02 driver and upgraded specifically to see if it would improve or fix the crash, but unfortunately the behavior is still the same on my system (except i don't have the prelaunch nvidia driver minimum requirement window)
So at least in my case, this does not seem to be a regression introduced only by 610.xx. The crash happened on 595 too, and still happens on 610.
Has someone fixed the issue where the vinyls are invisible?
I'm also curious if anyone on linux has normal vinyl thumbnails, or if it's just a small number of us affected for some reason..
Either way it's really killing me now not being able to customize :(
Has someone fixed the issue where the vinyls are invisible?
I'm also curious if anyone on linux has normal vinyl thumbnails, or if it's just a small number of us affected for some reason..
Friend of mine has a perfectly functional game including thumbnails on their 9070XT under linux. Their game also worked OOTB on default proton as well, which is a mystery to me. So it's definitely something which is fixable, it's just a matter of how and why.
Friend of mine has a perfectly functional game including thumbnails on their 9070XT under linux.
What distro, kernel and such? (If you know offhand)
What distro, kernel and such? (If you know offhand)
openSUSE, kde6.6.5/wayland, kernel 7.0.6-1 and mesa 26.1.0
@weinzii, @cccyberwolke, @Gotolei
You guys! Thanks to @Izu-3 here, I tried something that never even occured to me since Valve themselve recommended Experimental at launch. I just booted the game with 10.whatever is the latest and vinyls thumbnails are back!! Maybe see if it works for you? If so there is a clear regression between 10 and 11 that is the root cause
...huh. That's wild, I can confirm that 10.0-4 fixes the livery editor here too.
@weinzii, @cccyberwolke, @Gotolei
You guys! Thanks to @Izu-3 here, I tried something that never even occured to me since Valve themselve recommended Experimental at launch. I just booted the game with 10.whatever is the latest and vinyls thumbnails are back!! Maybe see if it works for you? If so there is a clear regression between 10 and 11 that is the root cause
lmao, yeah works with 10.0-4! Thanks! :-)
Anyone know what this steam patch fixes, maybe related (am hoping)?
Version Number:
Steam: 364.933
Bug fixes and changes
General
Performance and stability fixes
Forza Horizon 6 no longer launches after Hotfix 2 (May 27) - EXCEPTION_ILLEGAL_INSTRUCTION loop on Manjaro AMD
Issue transferred from https://github.com/ValveSoftware/Proton/issues/9826.
@jakgraftak posted on 2026-05-27T19:52:56:
After the Hotfix 2 update (version 364.933, May 27 2026), the game no longer launches. Steam reports the game as running but no window ever appears. The process stays alive indefinitely. Before this update the game ran fine for a week.
The Proton log immediately spams EXCEPTION_ILLEGAL_INSTRUCTION (0xc000001d) across multiple threads from the moment the process starts, and never progresses past this point. Ends with a SIGSYS (blocked syscall).
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4516395152
Latest update to FH6 makes the previously stable configs crash with FCH00. :I
VKD3D_CONFIG=descriptor_heap PROTON_VKD3D_HEAP=1 %command% on proton-cachyos-11.0-20260506-slr is stable for me now.
Forza Horizon 6 no longer launches after Hotfix 2 (May 27) - EXCEPTION_ILLEGAL_INSTRUCTION loop on Manjaro AMD
Issue transferred from [#9826](https://github.com/ValveSoftware/Proton/issues/9826). @jakgraftak posted on 2026-05-27T19:52:56:
Reporting that I played a few hours of multiplayer races today post-hotfix with no issues.
Computer Information:
Manufacturer: Micro-Star International Co., Ltd.
Model: PRO B650-P WIFI (MS-7D78)
CPU Brand: AMD Ryzen 7 9800X3D 8-Core Processor
Kernel Version: 7.0.10-1-cachyos
AMD AMD Radeon RX 9070 XT (radeonsi, gfx1201, ACO, DRM 3.64, 7.0.10-1-cachyos)
Driver Version: 4.6 (Compatibility Profile) Mesa 26.1.1-arch2.1
Proton Experimental (bleeding-edge)
Still using low graphics settings, for best performance/low power draw and because I haven't tested if hitching is still an issue with higher settings.
PROTON_FSR4_UPGRADE=1 gamescope -w 2560 -h 1440 -r 120 -f -- %command%
@weinzii, @cccyberwolke, @Gotolei
You guys! Thanks to @Izu-3 here, I tried something that never even occured to me since Valve themselve recommended Experimental at launch. I just booted the game with 10.whatever is the latest and vinyls thumbnails are back!! Maybe see if it works for you? If so there is a clear regression between 10 and 11 that is the root cause
I became curious, and decided to put newer vkd3d into Proton 10-4... and the decal selector menu is broken. That narrows it down. The game then promptly crashed with the usual gpu error tho which confuses me.
UPD: JFYI I've switched the flag to descriptor_heap because Proton Experimental [bleeding-edge] seems to have pulled in the full descriptor heap implementation as of less then a day ago. H6 works as smoothly as it was before, which is to say a bit jittery at times. NVIDIA 3060Ti, Intel i5, updated Arch.
Update: tried VKD3D_CONFIG=descriptor_heap on both Proton 10 and Proton Experimental bleeding-edge, same result on both. Game still doesn't launch.
Interestingly the SIGSYS codes are different compared to my earlier log — now seeing 0xeb, 0xc1, 0xb4 instead of 0x4, 0xe, 0xd7 — but the EXCEPTION_ILLEGAL_INSTRUCTION loop is identical otherwise. Not sure if that's relevant but figured I'd mention it.
Setup: Manjaro, RX 7900 XT 20GB, Ryzen 7 7700X, Mesa 26.1.1, kernel 6.12.91-1-MANJARO
Interesting occurrence just now testing the game after a 150mb patch dropped on Steam. Tried booting the game, and it was having extreme issues trying to load the game from disk before getting stuck on the loading screen with very little disk activity, everything else on that nvme drive functioning just fine. Restarting the game to try again, it ran the first boot setup again and it'd logged me out before getting stuck loading again. Third time I tried the benchmark and after a really big struggle, it did start but would constantly freeze entirely where lurches tend to happen.
Rebooting my machine, the issue went away and it's back to a somewhat stuttery 30fps like it tends to be on a clean boot (but importantly, no lurches, even if I remove the fps cap). Makes me wonder if there's some package or background process on my distro (and potentially others) which is causing the severe lurches, since they seem to be asset streaming related...?
Noticed a new issue with at least Fedora 43 with Nvidia cards, the game crashes without fail during race transitions, so when you go from free roam into race menu and it flashes up the game logo it just crashes without fail, regardless of version of proton
Also would like to say thank you to valve and the people who are contributing to get fh6 to work somewhat well on Linux, shame Microsoft did a half measure with just SteamOs support
I get the small popup, a black window, and then a FHE01 crash. Cannot get past that
PROTON_ENABLE_WAYLAND=1 VKD3D_CONFIG=no_upload_hvv,single_queue RADV_EXPERIMENTAL=heap radv_wait_for_vm_map_updates=true %command%EDIT: Played with this setup for a bit with no crashes and the performance as it is, seems consistent. Interestingly subbing fsr scaling for anti-aliasing which i was intending to do, causes the frame graph go all over again. Lower gpu load makes for less stutter/rubberbanding, pretty sure i've seen that talked about among all the reports. Guess i'm just concurring that then :P
Really hoping things get ironed out for this game. I think with this and other things to try out, i'm quite close to tolerating it to not switch in my windows ssd just to play 👍
Bazzite 44, 7800X3D & 9070XT here. Found some interesting results.
The main problem is still the texture options (high setting causes the stuttering), but Proton 10.0-4 with no launch options, and locked at 60fps or under gives me (so far) the most windows like results. Meaning the least amount of "stutterbanding" if you will. Though it does reintroduce the extra blackscreen alt-tabbing work.
Lower fps lock is tough to demonstrate as then the graph gets maxed out at 75fps, so it doesn't show how varied the frames would be.
Bazzite 44
CPU: AMD Ryzen 7 7800X3D
RAM: 32GB
GPU: 9070 XT
Mesa 26.0.5
KDE Plasma Version: 6.6.4
KDE Frameworks Version: 6.26.0
Kernel 6.19.14-ogc5.1.fc44.x86_64 (64-bit)
Wayland
So with latest proton bleeding-edge I can run raytracing now, thanks to merged changes in vkd3d-proton. The reflections are broken, performance is subpar, but at least it doesn't crash.
So with latest proton bleeding-edge I can run raytracing now, thanks to merged changes in
vkd3d-proton. The reflections are broken, performance is subpar, but at least it doesn't crash.
Benchmark Result
Reflections screenshot
Oh dang, thanks for posting. I hadn't tried bleeding-edge today yet. Getting much more stable performance than it has been before (and yeah, RT settings don't crash). Texture and environment geometry settings still cause the stutter-rubberbanding though.
My non-RT benchmarks look quite similar to what i had with proton10.0-4, the stutter counts stay in single digits (with those couple settings on low).
In fact, i noticed an odd result. With RT the gpu usage looks almost similar to windows but the stutter goes up compared to RT off.
The game still launches behind a black window on the Sway window manager, and each time it loses focus be it by switching workspaces or moving my mouse to another monitor, the game again goes behind the black window, and I have to make it fullscreen with Super+F for it to show up.
Also sometimes, when the game is not focused - it tends to freeze with just the sound playing and has to be restarted.
I can't really get a log since it grows to 2GB by the time the intro finishes loading.
Sway version: 1.12
Kernel version: 7.0.10
Mesa version: commit e2631eca0f
GPU: AMD Radeon RX 6800
Proton version: bleeding-edge from today
After the recent NVIDIA 610.43.02 driver update on CachyOS, the game crashes within a few minutes regardless of Proton version — with Ray Tracing disabled as well.
System:
Already tested:
VKD3D_CONFIG=enable_experimental_features,descriptor_heapPROTON_VKD3D_HEAP=1Anyone else seeing this with NVIDIA 610 specifically?
PROTON_VKD3D_HEAP=1 is useless and doesnt exists anymore.
On nvidia in Linux, you need to run the game at least once without:
"VKD3D_CONFIG=enable_experimental_features,descriptor_heap"
It will Crash anyway after 10s, max 2mins...
after it crashed, you need to use:
VKD3D_CONFIG=enable_experimental_features,descriptor_heap
Im on the 610 driver with an RTX6000 Blackwell GPU.
With the newest Proton hotfix from 29.05.2026 you need now additionally:
VKD3D_DISABLE_EXTENSIONS=VK_EXT_present_timing (at least if you use gamescope)
Otherwise all the fixes and proton workarounds are almost all for AMD Graphic cards, nvidia seems not to be loved by the linux community xD
stutters on AMD GPUs seem to have been fixed on Windows according to this video: https://www.youtube.com/watch?v=QmsM5hfbmwE
no changes on linux for me. any updates/workarounds on that besides setting textures and geometry to low (still stutters for me on 9060XT)? i think it's more important than having RT on.
stutters on AMD GPUs seem to have been fixed on Windows according to this video: https://www.youtube.com/watch?v=QmsM5hfbmwE
no changes on linux for me. any updates/workarounds on that besides setting textures and geometry to low (still stutters for me on 9060XT)? i think it's more important than having RT on.
I'm looking for the same answer. Game has worked fine since day one for me, no crashes and no other problems exept the stutter.
So i'm stuck playing on low textures and even then I get stutters. Really looking forward for a fix on this.
Upgrading to the 610 nvidia driver has now made Horizon 6 immediately and reliably crash with the same gpu error for me with descriptor_heap on, not even reaching the menu. Without it, the game crashes after a bit of driving, as usual.
Checked it with a clean prefix, same thing.
[ 3602.676884] NVRM: Xid (PCI:0000:01:00): 109, pid=128176, name=forzahorizon6.e, channel 0x00000016, errorString CTX SWITCH TIMEOUT, Info 0x1c01c
[ 3731.783586] NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception: SKEDCHECK23_CONSTANT_BUFFER_SIZE failed
[ 3731.786969] NVRM: Xid (PCI:0000:01:00): 13, Graphics Exception: ESR 0x407020=0x80 0x407028=0x0 0x40702c=0xc0db1 0x407030=0x0
[ 3731.790031] NVRM: Xid (PCI:0000:01:00): 13, pid=136437, name=forzahorizon6.e, Graphics Exception: channel 0x00000016, Class 0000c7c0, Offset 00000000, Data 00000000
Arch, Nvidia 3060Ti, nvidia-open 610.43.02-1.
Same picture with Proton Experimental, Hotfix and latest CachyOS-proton.
UPD: PROTON_HIDE_NVIDIA_GPU=1 + descriptor_heap gets me to the menu, but the game reliably crashes with the same error once it finishes loading.
UPD1: https://github.com/HansKristian-Work/vkd3d-proton/issues/3077#issuecomment-4583369031 this has been reported to the vkd3d-proton issue tracker.
UPD2: It works with proton-cachyos-11.0-20260520-slr-x86_64 and PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%. It looks like the issue is specifically between the 610 driver and the absolute latest descriptor_heap code, as the older incomplete implementation works fine.
I've recently noticed some graphical issues? Some textures seem to get corrupted. It's often the gravel/dirt/grass textures but sometimes the pavement as well. It kinda looks like bump maps or normal maps are getting fuzzed up which causes a sort of grid pattern or stripes in textures. I also occasionally see some wildly corrupted textures which kinda look like black textures. I doubt this is a VRAM limitation issue as I have 16GB of VRAM and have yet to fill it up.
It happens between all environment graphics settings. I am not sure if it happens to be related to proton. I use Proton 10-4 at the moment. No particular launch options have made any difference to this issue.
Performance seems otherwise okay. Some amount of hitching but nothing that particularly bothered me at largely ultra settings.
Operating System: Kubuntu 26.04 LTS
KDE Plasma Version: 6.6.4
KDE Frameworks Version: 6.24.0
Qt Version: 6.10.2
Kernel Version: 7.0.0-17-generic (64-bit)
Graphics Platform: Wayland
Processors: 16 × AMD Ryzen 7 7700X 8-Core Processor
Memory: 32 GiB of RAM (31.0 GiB usable)
Graphics Processor: AMD Radeon RX 6800 XT
Manufacturer: Gigabyte Technology Co., Ltd.
Product Name: B650 AORUS ELITE AX
Mesa Drivers: Mesa 26.0.3-1ubuntu1 (LLVM 21.1.8)
Stripe pattern on sand textures (happens consistently, I am not sure if that one is intended but seems odd to me)
Pavement texture corruption
Similar corruption on dirt road.
I haven't noticed this before but more severe corruption of textures (on Proton Experimental bleeding-edge, I don't recall having this issue with 10-4)
System:
I'm using rtx 4080 on cachyos - for me game works 98% fine - has stutters on certain occasions, but doesn't crash - I'm using proton-cachyos(steam runtime) + startup options:
PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%
my graphic settings are basicaly extreme - everything maxed out EXCEPT OF RAYTRACING - raytracing instantly crashes game
Environment texture quality -> low benchmark:
environment texture + geometry low
i can confirm the game crashes on 610 with the newest cachyos proton ver 0521slr
reverting to 595.80 fixes the issue, when will nvidia stop with the ai slop...
Update: Downgrading back to NVIDIA driver 595.71.05 resolved the crashes completely. With the following launch options the game runs perfectly — including with Ray Tracing enabled:
VKD3D_CONFIG=enable_experimental_features,descriptor_heap game-performance dlss-swapper %command%
Proton version: Proton-CachyOS 11.0-20260521-slr (latest at the time of writing).
So it looks like the regression is specific to the NVIDIA 610 driver series. Rolling back to 595 is a viable workaround for now.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4583467880
I've also seen these texture issues on my son's PC (Windows 11, 6900XT). So I think its more of a game bug than anything else.
Edit: forgot to add that it doesn't happen all the time, the occurrence seems to be random
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4583742932)
It's rather consistent for me. As in : it will happen frequently with certain textures at certain areas of the game and other areas will see little to no issue (Tokyo area is generally okay).
At this point, it's been bound to happen any time I play and might happen within 5 minutes. Though it's possible that I will return to an area previously affected and not immediately experience the issue. Hanging around will always bring it.
I've seen comments going the way of this being a game bug but it wasn't quite clear to me as I could not see anyone share similar issues with screenshots on Windows. General tips like reducing environment texture quality or increasing it does not help what so ever, the issue will sprout up anyway. Same thing for shader quality.
It works with proton-cachyos-11.0-20260520-slr-x86_64
Just to highlight this, as I've updated the post kinda quietly: the alternative to downgrading the nvidia drivers is to grab an older vkd3d with older descriptor_heap code. For me, 610 drivers provide a noticeable performance boost.
proton-cachyos-slr 11.0.20260521 seems to have some regression, I was using the flags PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap,no_upload_hvv,single_queue %command% but it looks like the game crashes consistently on the version above
I've reverted to using version 11.0.20260506 for this reason
my nvidia driver version: 610.43.02
It looks like there might be a conflict between certain proton-cachyos versions and the NVIDIA 610 driver series. In my case, the game crashes after a few seconds with nvidia 610 across all Proton versions I tried (hotfix, GE, cachyos, experimental). Downgrading back to 595.71.05 while keeping the latest proton-cachyos (11.0.20260521) resolves the crashes entirely — game runs fine with RT enabled too.
So the issue seems to be at the nvidia 610 + vkd3d/proton interaction level, not solely a proton version regression.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4581205008
Why did i got 5 Downvotes?
Because im the only one with a Blackwell GPU on 610 Driver and latest Proton Experimental, where the game works without issues ?
Maybe another tip if the game crashes instantly when you enter the game, i had to delete the Shader-Cache and Proton Prefix:
.../<Steam-Library>/steamapps/compatdata/2483190.../<Steam-Library>/steamapps/shadercache/2483190It will rebuild everything again when you launch Forza. You will need to set your graphic Settings afterwards, but the game should work.
First Launch: only: VKD3D_DISABLE_EXTENSIONS=VK_EXT_present_timing %command%
-> Then the game will Crash, but this step is needed to build correct Shaders and so on...
-> After you played 10s or little more and the game Crashed, you should be perfect now to add the descriptor_heap workaround. (descriptor_heap is only needed on blackwell i think)
Second Launch: VKD3D_CONFIG=enable_experimental_features,descriptor_heap VKD3D_DISABLE_EXTENSIONS=VK_EXT_present_timing %command%
Then everything should be perfect and the game work without Crashes.
Ray Tracing -> The only thing that i didn't tryed, but i think you shouldn't enable it.
DLSS/DLAA/Frame Generation/Everything else except RT, works perfectly fine here without issues.
Cheers
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4585196228
because you're wrong - PROTON_VKD3D_HEAP=1 still exists and is used in proton-cachyos-slr - which is the proton version that currently works with raytracing / mfg / dlss and so on
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4585196228)
because you're wrong -
PROTON_VKD3D_HEAP=1still exists and is used in proton-cachyos-slr - which is the proton version that currently works with raytracing / mfg / dlss and so on
Depends on the version. If it's the newest, 20260521, the changelog says it's been removed.
https://github.com/CachyOS/proton-cachyos/releases/tag/cachyos-11.0-20260521-slr
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4585315424
I modified the launcher options and so far this works on my 5080 card:
PROTON_DLSS_UPGRADE=1 PROTON_ENABLE_WAYLAND=1 PROTON_VKD3D_HEAP=1 %command%
I have not had a chance to test ray tracing yet.
OS: CachyOS, proton-cachyos-11.0-20260521-slr nvidia driver 610
PROTON_VKD3D_HEAP=1
There is a 99.9(9)% chance that if you remove this, nothing will change. Your game just runs fine without descriptor_heap, apparently.
Just tried it out of curiosity: no, my game still dies once I start driving with the latest cachyos-proton, and crashes in the menu with VKD3D_CONFIG=descriptor_heap. PROTON_VKD3D_HEAP doesn't do anything in cachyos-11.0-20260521-slr, which makes sense as it has been removed.
Hello
So I have a problem: When I boot the game, the different logos showed before the main menu do have sound, but once I reach the main menu, the sound simply disappeared completely
I tried many different protons, but it's the same result every time
Hello So I have a problem: When I boot the game, the different logos showed before the main menu do have sound, but once I reach the main menu, the sound simply disappeared completely
Have you tried unplugging it and plugging it back in?
No, seriously. I'll assume you're running pipewire.
Download qpwgraph, you'll notice that forza horizon 6 has two nodes connected to your output device
right click -> disconnect -> right click -> undo disconnect
do it for both nodes and you'll have audio again
PROTON_VKD3D_HEAP=1
There is a 99.9(9)% chance that if you remove this, nothing will change. Your game just runs fine without descriptor_heap, apparently.
Just tried it out of curiosity: no, my game still dies once I start driving with the latest cachyos-proton, and crashes in the menu with VKD3D_CONFIG=descriptor_heap. PROTON_VKD3D_HEAP doesn't do anything in cachyos-11.0-20260521-slr, which makes sense as it has been removed.
You need the enable_experimental_features, without it, VKD3D_CONFIG=descriptor_heap has no effect.
You need the enable_experimental_features, without it, VKD3D_CONFIG=descriptor_heap has no effect.
From all my testing, this isn't true. I'm not even sure where enable_experimental_features came from initially. I'm currently running the version of cachyos-proton that pulled in a slightly earlier version of vkd3d, and the game crashes without both VKD3D_CONFIG=descriptor_heap and PROTON_VKD3D_HEAP=1 present (and works smooth as butter with them). The experimental flag seems to change nothing.
In a newer cachyos-proton (cachyos-11.0-20260521) , the flag PROTON_VKD3D_HEAP has been removed, and VKD3D_CONFIG=descriptor_heap alone toggles the feature. Which I know because if it's on with this proton version, the game crashes immediately. You can also see it in the proton log, it says explicitly that descriptor heap has been enabled.
I've isolated as many variables as I could, and my crash is 100% a result of some interplay between 610 nvidia drivers and vkd3d's current descriptor heap implementation. Which is confirmed by multiple similar reports on their tracker, as well as the fact that it works with either slightly older versions of this code or slightly older drivers.
100% a result of some interplay between 610 nvidia drivers and vkd3d's current descriptor heap implementation
Soooo I've decided to test which is the most recent vkd3d-proton build that still works, and it's literally the previous one: https://github.com/HansKristian-Work/vkd3d-proton/actions/runs/26635336889
Running with those vkd3d dlls and descriptor_heap now, the game's smooth and no gpu crash in sight. Definitely a better (and easier) solution than downgrading your gpu drivers.
Reported this to the relevant vkd3d-proton thread, of course.
Running with those vkd3d dlls and
descriptor_heapnow, the game's smooth and no gpu crash in sight. Definitely a better (and easier) solution than downgrading your gpu drivers.
Tried the older vkd3d-proton build (run 26635336889) on NVIDIA 610.43.02 — game still crashed for me. Couldn't get it stable regardless of the descriptor_heap combination.
What actually still worked was downgrading back to 595.71.05 with the latest proton-cachyos (11.0-20260521-slr). With 595, VKD3D_CONFIG=descriptor_heap is still required — without it the game crashes too. With it, everything runs fine including RT.
So for me the old vkd3d DLLs didn't bridge the gap on 610; the driver itself seems to be the issue.
System: RTX 4070 SUPER · Ryzen 7 5700X3D · CachyOS · Kernel 7.0.10-2-cachyos
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4587810024
Tried using the dlls from the given link & unfortunately didn't change anything for my setup. Game still hesitates/stutters. Thank you for providing the link though.
14900KS
7900 XTX
CachyOS w/7.0.10 kernel
proton-cachyos-11.0-20260521-slr-x86_64_v3
7900 XTX
All this descriptor_heap stuff is only relevant for Nvidia, AMD cards have their own, largely separate, set of issues with Horizon 6.
Folks with Nvidia who are crashing the game in the menu.
Removes the variable (everything, it's no longer needed):
VKD3D_CONFIG="descriptor_heap"
It will load and go through the menu, it will probably recreate the shader_cache, when trying to load a race it will crash.
Simply reload the game, as the shader_cache will already be created, it will no longer crash.
Remembering that every time you change the startup string the game recreates the shader_cache and will crash again.
Works with: proton-cachyos-slr-11.0.20260521 and Nvidia Driver 610.43.02
EDIT: It keeps crashing after a while. I believe that the safest thing is to downgrade the Nvidia driver, until an update comes out. People who use Windows are also having problems.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4597195301
Currently the most stable for me is exactly as @fbt described.
~~I downloaded a seperate version of proton-cachyos, extracted everything to a folder and replaced the vkd3d-proton files with these:
https://github.com/HansKristian-Work/vkd3d-proton/actions/runs/26635336889~~
~~This is the proton-cachyos I downloaded seperately. This might not be the correct one for you:
https://github.com/CachyOS/proton-cachyos/releases/download/cachyos-11.0-20260521-slr/proton-cachyos-11.0-20260521-slr-x86_64_v3.tar.xz~~
The files which need to be replaced are located in:
proton-cachyos-11.0-20260521-slr-x86_64_v3/files/lib/wine/vkd3d-proton/
The x86 files go into "i386-windows" and the x64 files go into: "x86_64-windows".
Then copy that whole proton folder into:
/usr/share/steam/compatibilitytools.d (this folder might be different for you. I use CachyOS, if you do aswell, you should be good. If you don't use CachyOS you should check if that is the correct folder for your distro)
Restart Steam and select that proton Version to start Forza with.
These are the parameters I run the game with:
DXVK_FRAME_RATE=120 VKD3D_CONFIG=enable_experimental_features,descriptor_heap,no_upload_hvv,single_queue %command%
From what I found, all those VKD3D_CONFIG commands are still needed because the descriptor heap stuff is not the only broken thing on the game. Reports say that there is something broken with ReBAR hence "no_upload_hvv,single_queue" are still needed.
9800X3D
RTX 4080
NVIDIA 610.43.02
Linux 7.0.10-2-cachyos
Can pretty confidently say it's something with descriptor heap in the current vkd3d-proton and the 610.42 Drivers
It keeps crashing after a while.
Ye, it still does crash for me without descriptor_heap. Pre-cached shaders, if you enable them in Steam settings, however, do help with game performance a lot, it turns out. And it loads in under a minute.
Same here, without descriptor_heap i get a lot more FPS, but a crash after 10s-2m of gaming.
With descriptor_heap i get no Crashes and can play forever on my Blackwell GPU, but around 20-30fps less and a lot worse 1% lows.
I tried Proton 11 beta and it works fine. With Proton-cachy 11, Proton Experimental, and Hotfix, it always crashes.
Has anyone been able to completely fix the stuttering issue yet?
when using descriptor_heap, is anyone experiencing the issue described here? https://github.com/HansKristian-Work/vkd3d-proton/issues/2872#issuecomment-4579915077
i am experiencing that but like alot of others in this thread, without descriptor_heap the game crashes after a few minutes.
i also had stuttering for a bit but what solved it is just removing all the options other than descriptor_heap (for OOM errors i just added an FPS cap but it seems like adding the enable_experimental_features option also fixes it)
EDIT:
turns out i've fixed the issue by downgrading to proton-cachyos-slr 1:11.0.20260506-1(also using dlss-swapper and 610 nvidia driver not sure what effects those have)
now it works great just the performance in Extreme-RT isn't as good as it is on windows so i had to put it down to Ultra-RT - otherwise everything working great every once in a while you'll get a stutter but not a big deal. seems like some sort of regression with the new descriptor_heap stuff merged in the latest proton-cachyos from vkd3d-proton
stutters on AMD GPUs seem to have been fixed on Windows according to this video: https://www.youtube.com/watch?v=QmsM5hfbmwE
no changes on linux for me. any updates/workarounds on that besides setting textures and geometry to low (still stutters for me on 9060XT)? i think it's more important than having RT on.
perfect performance for me on windows, exactly like in the video, no stutters whatsoever except for initial few related to shader compilation i presume. such a shame :(
Good news, everyone! A fix for the borked decal menus has been merged into vkd3d-proton: https://github.com/HansKristian-Work/vkd3d-proton/pull/3086
OS: NixOS
NVIDIA driver version: 595.71.05
Proton version: bleeding edge
CPU: 9950X3D
GPU: NVIDIA 5080
I have been playing stably on NVIDIA 5080 with no hitching, ultra settings, no RT, with these flags:
LD_PRELOAD= DISABLE_LOW_LATENCY_LAYER=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap PROTON_VKD3D_HEAP=1 gamescope -W 3440 -H 1440 -w 3440 -h 1440 -f -S integer -r 144 -- %command%
This is on Proton Bleeding Edge, which got the fh6 workarounds merged into it a few days back. I'm pretty sure that several of these don't do anything with that version and it would be safe to change to this:
LD_PRELOAD= VKD3D_CONFIG=descriptor_heap gamescope -W 3440 -H 1440 -w 3440 -h 1440 -f -S integer -r 144 -- %command%
The LD_PRELOAD= is necessary to work around https://github.com/ValveSoftware/gamescope/issues/697. You can also put it back for the game itself if you like:
LD_PRELOAD= VKD3D_CONFIG=descriptor_heap gamescope -W 3440 -H 1440 -w 3440 -h 1440 -f -S integer -r 144 -- LD_PRELOAD="$LD_PRELOAD" %command%. That will get the Steam overlay back, if that's a thing you want.
gamescope is there to work around https://github.com/Supreeeme/xwayland-satellite/issues/392. You probably don't need it if you aren't using xwayland-satellite.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4615828378
How did you get this to work? I'm on the latest nvidia driver (tho on a 3060) and I can't even get the game to load unless I use proton-cachy.
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4615828378)
How did you get this to work? I'm on the latest nvidia driver (tho on a 3060) and I can't even get the game to load unless I use proton-cachy.
Ah, I neglected to mention that I'm running 595.71.05.
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4615828378)
For me on a 5080 and the latest nvidia drivers, the most stable configuration is downgrading to proton-cachy proton-cachyos-11.0-20260506-slr and using the following launch parameters VKD3D_CONFIG=descriptor_heap PROTON_VKD3D_HEAP=1 %command%. With this I can set everything to extreme without RT. Enabling RT will result in a crash.
The earlier comments instructions that aim to get the latest cachy proton working by replacing the VKD3D .DLLs still result in crashes for me even when updating the launch parameters.
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4615828378)
For me on a 5080 and the latest nvidia drivers, the most stable configuration is downgrading to proton-cachy proton-cachyos-11.0-20260506-slr and using the following launch parameters
VKD3D_CONFIG=descriptor_heap PROTON_VKD3D_HEAP=1 %command%. With this I can set everything to extreme without RT. Enabling RT will result in a crash.The earlier comments instructions that aim to get the latest cachy proton working by replacing the VKD3D .DLLs still result in crashes for me even when updating the launch parameters.
That's very interesting. Someone else suggested using proton-cachyos-11.0-20260506-slr and I tried that but it didn't work out for me. Especially when "no_upload_hvv,single_queue" are missing in VKD3D_CONFIG. Do you have resizeable BAR enabled in your BIOS?
Also do you still experience stutters or are they gone for you?
Edit: Btw the proton-cachyos version you linked, leads to a 404
Edit2: I retested it with proton-cachyos-11.0-20260506-slr and the given start commands from other users and I can now confirm that the game even runs without the annoying hitches.
These are my start parameters: DXVK_FRAME_RATE=120 PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=descriptor_heap %command%
@Cr0phiXx what nvidia drivers are u using? it worked for me with the 610 drivers, resizable bar enabled in bios, and no other vkd3d_config other than descriptor_heap (also PROTON_VKD3D_HEAP=1)
@Cr0phiXx what nvidia drivers are u using? it worked for me with the 610 drivers, resizable bar enabled in bios, and no other vkd3d_config other than descriptor_heap (also PROTON_VKD3D_HEAP=1)
I have 610.43 installed. I also updated my comment above. I must have forgotten to add PROTON_VKD3D_HEAP=1, when I tested proton-cachyos-11.0-20260506-slr yesterday.
With the given start parameters the game now runs smooth. Not the same performance as on windows but the annoying fps dips are gone.
A thing that completely slipped my mind is that because the commit that outright breaks Horizon 6 is the one that enables the workarounds for the game... you can just disable the workarounds if you use an nvidia card. With this, the latest vkd3d-proton, and 610 drivers, the game runs fine for me: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds
The workarounds seem to only affect amd anyway.
The one issue that still persists on my end is this problem with being ghosted in FP (with or without the workarounds):
I'm playing on
AMD Ryzen 7 7800X3D
AMD Radeon RX 9070 XT
64 GB RAM
I use Proton-CachyOS Latest (which as of writing is 11.0-20260521-slr)
as start command I use VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%
In game I still put Environment Textures to Low to reduce stutters.
But it works nicely now, even with raytracing
With Environment Texture Quality on extreme:
On Low:
The stutters are just massively better like that.
For me that works well enough, but getting rid of the stutters somehow would be great.
Anyone seeing the high-speed / area-transition stutter improve on 26.1.2, or is it the same?
Anyone seeing the high-speed / area-transition stutter improve on 26.1.2, or is it the same?
if you are referring to mesa, I'm on 26.2 & there is no change in stutters/hesitations
PC: 14900KS, 7900 XTX
Hey everyone, if you are still experiencing stuttering, please take a moment to vote on the issue and select your GPU over at forzafeedback. The developers reset the vote count after the last hotfix, but the performance issues persist. We need to keep this on their radar to ensure it gets addressed.
upgrading Mesa to the 26.0.8 drivers in the resolute-proposed repo helped out with graphical issues. at least it minimised them. I still have occasional issues with the terrain. Some changes in graphical settings and increasing the local Mesa shader cache seems to have mitigated this further.
This is the full set of launch options I run now:
RADV_EXPERIMENTAL=heap MESA_SHADER_CACHE_MAX_SIZE=10G radv_wait_for_vm_map_updates=true %command%
technically, the heap environment variable and the wait for vm map updates variable are not necessary. It's just to force the driver to use the fixes implemented to address issues with the game.
I also tried forcing anisotropic filtering to 8x but that seems to heavily impact the resolution of car liveries so i'm no longer setting it.
Hey everyone, if you are still experiencing stuttering, please take a moment to vote on the issue and select your GPU over at forzafeedback. The developers reset the vote count after the last hotfix, but the performance issues persist. We need to keep this on their radar to ensure it gets addressed.
voted, but there's no point in commenting explaining your system setup. They've already closed a Linux topic with the community manager stating The PC version of Forza Horizon 6 is supported on Windows 10 / 11 and SteamOS devices. The game is not supported on Linux., and I don't think he liked it when everyone pointed out SteamOS is obviously Linux.
Game spawns 2 windows, one real game window and one black fullscreen window. With PROTON_ENABLE_WAYLAND=1, switching focus between the two results in:
Assertion failed: `!status && "vkGetPastPresentationTimingEXT"` in `dlls/winevulkan/loader_thunks.c:5414`
Tested on GE-Proton and proton-cachyos, on Sway, with a 9070 XT. Has anyone seen the same behavior? I'd switch to upstream Proton, but the lack of HDR is a bit of a deal breaker :(
Same issue on my 9070XT on Hyprland.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4673961839
AFAIK, Forza Horizon 6 is working fine on Proton-CachyOS, while I am getting on FHE01, FHE00 like errors on Fedora KDE Plasma (Using Proton Hotfix and Experimental both), I have NVIDIA Graphics.
Any update on raytracing on Nvidia? Is the root cause why it crashes known and described somewhere?
Any update on raytracing on Nvidia? Is the root cause why it crashes known and described somewhere?
Raytracing and frame gen works fine - driver 610 on Cachyos + proton Cachyos slr 21 05
Any update on raytracing on Nvidia? Is the root cause why it crashes known and described somewhere?
Raytracing and frame gen works fine - driver 610 on Cachyos + proton Cachyos slr 21 05
Can you explain what start parameters you use? Because I use that proton + driver combination you said works but enabling Global Illumination Raytracing crashes the game the moment i leave the options menu.
Edit: I double checked again. Enabling Raytraced Reflections works but Raytraced Global Illumination (GI) still crashes the game instantly.
Tested the new update (375.327) and unfortunately for the AMD cards the stuttering is still not fixed
Tested on Arch Linux with Proton CachyOS 11 20260521-slr
GPU: AMD Radeon RX 9070
Tested the new update (375.327) and unfortunately for the AMD cards the stuttering is still not fixed
Tested on Arch Linux with Proton CachyOS 11 20260521-slr GPU: AMD Radeon RX 9070
Oh my god will they fix it one day
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4701744175
PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap gamescope -W 3440 -H 1440 -w 3440 -h 1440 -r 175 -f --force-grab-cursor -- %command%
replace 3440/1440 with your screen width and height, and 175 with your screen refresh rate
proton-cachyos-11.0-20260520-slr-x86_64_v3 - this is exact version of proton
NVIDIA-SMI 610.43.02 KMD Version: 610.43.02 CUDA UMD Version: 13.3
those are drivers & libs - and as I said - with this combo basically everything works for me - preset RT ULTRA on 4080 with enabled framegen x3 and every RT feature - however some stutters can be observed when maxed out - game feels less playable with the RT features enabled
also, if you had issue with "low resolution being upscaled to high resolution" using the gamescope with params I gave above - press alt enter - it will switch to true fullscreen mode and switch from 480p -> 1440p upscaling to true 1440p rendering and work perfectly fine
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4701744175
Worked for me without gamescope. Game runs fine, but it crashes as soon as I enable RT.
Use VKD3D_CONFIG=descriptor_heap,skip_application_workarounds to get RT to work on latest CachyOS proton + nvidia 610.43.02, as noted earlier in the thread one of the VKD3D commits causes issues and this circumvents it.
While it is playable, there are still a fair few issues with RT though in my experience:
Use
VKD3D_CONFIG=descriptor_heap,skip_application_workaroundsto get RT to work on latest CachyOS proton + nvidia 610.43.02, as noted earlier in the thread one of the VKD3D commits causes issues and this circumvents it.While it is playable, there are still a fair few issues with RT though in my experience:
* Changing frame-gen options in game can cause weird behaviour until relaunching the game * Some parts of some cars in some situations will render transparently
How is the performance with that? I remember really annoying stutters with any proton version different than proton-cachyos-20260506.
* Some smoke effects occasionally render all pixelly - most obvious with the red smoke checkpoints on the night time street races
This was mentioned in the latest changelogs. Should be fixed with the latest update from the Game itself.
On my Steam Deck LCD, SteamOS 3.8.9 Build: 20260612.1, Proton Experimental my usb gamepad inputs get queued/delayed after playing for a while. Fox example, in a menu I quickly spam the left stick and let go, the UI selection keeps moving for a while, then stops.
Forza Horizon 6 / Mint / Nvidia - Game not starting
Issue transferred from https://github.com/ValveSoftware/Proton/issues/9877.
@SolarMyth79 posted on 2026-06-16T09:36:17:
Game does not start in Steam. "Play" button turns to "Launching" then "Running", stays like that for about a minute, then turns back to "Play".
https://gist.github.com/SolarMyth79/c4f5f1c3f7b4646531d3efc47b33140b
Is micro stuttering still an issue on the 9070XT since the patch yesterday?
Is micro stuttering still an issue on the 9070XT since the patch yesterday?
Still stutters on 9060XT even on the lowest settings.
edit: also compared to windows where I can play at 1440p with FSR 4 AA (so no upscaling) on Extreme settings at a stable 75 FPS, i can't even reach 75 FPS on linux when the stutters don't happen on identical settings. not to mention that you can't upgrade to FSR 4 from FSR 3 even when using Proton-GE. all of this is a huge reduction in quality of experience.
Day 34 of asking to release a patch for Forza Horizon 6, when I use any Launch commands, I just get Black Screen. Fedora KDE Plasma on every Proton version: I have tried the CachyOS one too. I have an Nvidia GeForce RTX 3050, but it still crashes. Is this because of the new 610 ver of Nvidia Proprietary Drivers?
I have an Nvidia GeForce RTX 3050, but it still crashes. Is this because of the new 610 ver of Nvidia Proprietary Drivers?
If you're running a pre-Blackwell Nvidia GPU with 610 drivers, the current workarounds for Horizon 6 in vkd3d-proton cause a crash with descriptor_heap, yes. It has been root caused to the driver itself, so we're waiting for a fix. Without descriptor_heap it just crashes a bit later.
Meanwhile, you can disable application workarounds (and enable the one that works explicitly):
VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing
If your game crashes on resolution/focus changes, you might also want to add VKD3D_DISABLE_EXTENSIONS=VK_EXT_present_timing. In my case this stops the game from sometimes crashing on switching desktops.
I have an Nvidia GeForce RTX 3050, but it still crashes. Is this because of the new 610 ver of Nvidia Proprietary Drivers?
Try with proton-cachyos-11.0-20260520-slr-x86
Startup Options (adapt to your PC configuration)
VKD3D_CONFIG=descriptor_heap VKD3D_FRAME_RATE=120 gamescope -W 3840 -H 2160 -r 120 --adaptive-sync --hdr-enabled --mangoapp --force-grab-cursor --rt -f -- %command%
I have an Nvidia GeForce RTX 3050, but it still crashes. Is this because of the new 610 ver of Nvidia Proprietary Drivers?
Try with proton-cachyos-11.0-20260520-slr-x86Startup Options (adapt to your PC configuration) VKD3D_CONFIG=descriptor_heap VKD3D_FRAME_RATE=120 gamescope -W 3840 -H 2160 -r 120 --adaptive-sync --hdr-enabled --mangoapp --force-grab-cursor --rt -f %command%
Will this work on a 1080p monitor? Will work on newest nvidia drivers?
Will this work on a 1080p monitor? Will work on newest nvidia drivers?
You have to test it. It works in my setup with the latest Nvidia driver on Arch Linux with CachyOS Kernel.
cat /sys/module/nvidia/version
610.43.02
Unfortunately Linux has a lot of variation, so it's not guaranteed that what works for one user will work for everyone.
Only on FH6 I have to use this version of proton: proton-cachyos-11.0-20260520-slr-x86 in the other games it works without problem with the latest version: proton-cachyos-11.0-20260601-slr-x86
Remember to change the initialization option for your setup, change Frame_Rate to your monitor frame rate and -r too.
Something like this: VKD3D_CONFIG=descriptor_heap VKD3D_FRAME_RATE=120 gamescope -W 1920 -H 1080 -r 120 --adaptive-sync --hdr-enabled --mangoapp --force-grab-cursor --rt -f %command%
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4758578070
PID: 130594 (gamescope-wl)
UID: 1000 (adarsh)
GID: 1000 (adarsh)
Signal: 6 (ABRT)
Timestamp: Sat 2026-06-20 20:59:45 IST (3s ago)
Command Line: gamescope -W 1920 -H 1080 -r 120 --adaptive-sync --hdr-enabled --mangoapp --force-grab-cursor --rt -f /home/adarsh/.local/share/Steam/ubuntu12_32/steam-launch-wrapper -- /home/adarsh/.local/share/Steam/ubuntu12_32/reaper SteamLaunch AppId=2483190 -- /home/adarsh/.local/share/Steam/steamapps/common/SteamLinuxRuntime_4/_v2-entry-point --verb=waitforexitandrun -- /home/adarsh/.local/share/Steam/compatibilitytools.d/cachyos-11.0-20260520-slr/proton waitforexitandrun /home/adarsh/.local/share/Steam/steamapps/common/ForzaHorizon6/forzahorizon6.exe
Executable: /usr/bin/gamescope
Control Group: /user.slice/user-1000.slice/[email protected]/app.slice/[email protected]
Unit: [email protected]
User Unit: [email protected]
Slice: user-1000.slice
Owner UID: 1000 (adarsh)
Boot ID: 2577c9b99cb64dc1acdb4e59f661f733
Machine ID: 45e738370c4449a88054dfb943e39fbe
Hostname: fedora
Storage: /var/lib/systemd/coredump/core.gamescope-wl.1000.2577c9b99cb64dc1acdb4e59f661f733.130594.1781969385000000.zst (present)
Size on Disk: 16.6M
Package: gamescope/3.16.23-1.fc44
build-id: f87d2da84016572464de52497cb8a0f1ee478eeb
Message: Process 130594 (gamescope-wl) of user 1000 dumped core.
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Module libpixman-1.so.0 from rpm pixman-0.46.2-3.fc44.x86_64
Module libinput.so.10 from rpm libinput-1.31.3-1.fc44.x86_64
Module libluajit-5.1.so.2 from rpm luajit-2.1.1767980792-1.fc44.x86_64
Module libeis.so.1 from rpm libei-1.5.0-2.fc44.x86_64
Module libdecor-0.so.0 from rpm libdecor-0.2.5-2.fc44.x86_64
Module libXi.so.6 from rpm libXi-1.8.3-1.fc44.x86_64
Module libavif.so.16 from rpm libavif-1.3.0-4.fc44.x86_64
Module libXcursor.so.1 from rpm libXcursor-1.2.3-4.fc44.x86_64
Module libopenvr_api.so.2.0.0 from rpm openvr-2.12.14-2.fc44.x86_64
Module libdisplay-info.so.3 from rpm libdisplay-info-0.3.0-1.fc44.x86_64
Module libpipewire-0.3.so.0 from rpm pipewire-1.6.6-1.fc44.x86_64
Module libcap.so.2 from rpm libcap-2.78-1.fc44.x86_64
Module libXmu.so.6 from rpm libXmu-1.2.1-5.fc44.x86_64
Module libXtst.so.6 from rpm libXtst-1.2.5-4.fc44.x86_64
Module libliftoff.so.0 from rpm libliftoff-0.5.0-5.fc44.x86_64
Module libwlroots-0.18.so from rpm wlroots0.18-0.18.3-5.fc44.x86_64
Module libSDL2-2.0.so.0 from rpm sdl2-compat-2.32.68-1.fc44.x86_64
Module libxkbcommon.so.0 from rpm libxkbcommon-1.13.1-2.fc44.x86_64
Module libwayland-server.so.0 from rpm wayland-1.24.0-3.fc44.x86_64
Module libdrm.so.2 from rpm libdrm-2.4.134-1.fc44.x86_64
Module libXRes.so.1 from rpm libXres-1.2.2-7.fc44.x86_64
Module libXxf86vm.so.1 from rpm libXxf86vm-1.1.6-4.fc44.x86_64
Module libXext.so.6 from rpm libXext-1.3.6-5.fc44.x86_64
Module libXrender.so.1 from rpm libXrender-0.9.12-4.fc44.x86_64
Module libXcomposite.so.1 from rpm libXcomposite-0.4.6-7.fc44.x86_64
Module libXfixes.so.3 from rpm libXfixes-6.0.1-7.fc44.x86_64
Module libXdamage.so.1 from rpm libXdamage-1.1.6-7.fc44.x86_64
Module libX11.so.6 from rpm libX11-1.8.13-1.fc44.x86_64
Module libwayland-client.so.0 from rpm wayland-1.24.0-3.fc44.x86_64
Module gamescope from rpm gamescope-3.16.23-1.fc44.x86_64
Stack trace of thread 130597:
#0 0x00007f42f8e7bdcc __pthread_kill_implementation (libc.so.6 + 0x74dcc)
#1 0x00007f42f8e20f8e raise (libc.so.6 + 0x19f8e)
#2 0x00007f42f8e087b3 abort (libc.so.6 + 0x17b3)
#3 0x000055a87e7d1140 _ZNSt6thread11_State_implINS_8_InvokerISt5tupleIJZN9gamescope19CWaylandInputThreadC4EvEUlvE_EEEEE6_M_runEv (gamescope + 0x6a140)
#4 0x00007f42f90523b6 execute_native_thread_routine (libstdc++.so.6 + 0x523b6)
#5 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#6 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130594:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76674 __syscall_cancel (libc.so.6 + 0x6f674)
#3 0x00007f42f8eefe7e __poll (libc.so.6 + 0xe8e7e)
#4 0x000055a87e830bf3 _Z12wlserver_runv (gamescope + 0xc9bf3)
#5 0x000055a87e7a0ee7 main (gamescope + 0x39ee7)
#6 0x00007f42f8e0a681 __libc_start_call_main (libc.so.6 + 0x3681)
#7 0x00007f42f8e0a798 __libc_start_main@@GLIBC_2.34 (libc.so.6 + 0x3798)
#8 0x000055a87e7b8605 _start (gamescope + 0x51605)
Stack trace of thread 130598:
#0 0x00007f42f8efb3fd syscall (libc.so.6 + 0xf43fd)
#1 0x00007f42f72cf4eb g_cond_wait (libglib-2.0.so.0 + 0x784eb)
#2 0x00007f42f726158c g_async_queue_pop_intern_unlocked (libglib-2.0.so.0 + 0xa58c)
#3 0x00007f42f7261605 g_async_queue_pop (libglib-2.0.so.0 + 0xa605)
#4 0x00007f42eac2b74c fc_thread_func (libpangoft2-1.0.so.0 + 0x474c)
#5 0x00007f42f72d4d12 g_thread_proxy (libglib-2.0.so.0 + 0x7dd12)
#6 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#7 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130595:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76674 __syscall_cancel (libc.so.6 + 0x6f674)
#3 0x00007f42f8efd935 epoll_wait (libc.so.6 + 0xf6935)
#4 0x000055a87e8109dd _ZN9gamescope7CWaiterILm1024EE10PollEventsEi.constprop.0.isra.0 (gamescope + 0xa99dd)
#5 0x000055a87e82df28 _ZNSt6thread11_State_implINS_8_InvokerISt5tupleIJZN9gamescope12CAsyncWaiterINS3_11CRawPointerINS3_9IWaitableEEELm1024EEC4EPKcEUlvE_EEEEE6_M_runEv (gamescope + 0xc6f28)
#6 0x00007f42f90523b6 execute_native_thread_routine (libstdc++.so.6 + 0x523b6)
#7 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#8 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130596:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76674 __syscall_cancel (libc.so.6 + 0x6f674)
#3 0x00007f42f8efd935 epoll_wait (libc.so.6 + 0xf6935)
#4 0x000055a87e8109dd _ZN9gamescope7CWaiterILm1024EE10PollEventsEi.constprop.0.isra.0 (gamescope + 0xa99dd)
#5 0x000055a87e81ccc8 _ZNSt6thread11_State_implINS_8_InvokerISt5tupleIJZN9gamescope12CAsyncWaiterINS3_2RcI8commit_tLb1EEELm1024EEC4EPKcEUlvE_EEEEE6_M_runEv (gamescope + 0xb5cc8)
#6 0x00007f42f90523b6 execute_native_thread_routine (libstdc++.so.6 + 0x523b6)
#7 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#8 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130601:
#0 0x00007f42f8efb3fd syscall (libc.so.6 + 0xf43fd)
#1 0x00007f42f72d04a9 g_cond_wait_until (libglib-2.0.so.0 + 0x794a9)
#2 0x00007f42f726154d g_async_queue_pop_intern_unlocked (libglib-2.0.so.0 + 0xa54d)
#3 0x00007f42f72d6b12 g_thread_pool_thread_proxy (libglib-2.0.so.0 + 0x7fb12)
#4 0x00007f42f72d4d12 g_thread_proxy (libglib-2.0.so.0 + 0x7dd12)
#5 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#6 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130602:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76674 __syscall_cancel (libc.so.6 + 0x6f674)
#3 0x00007f42f8ef04a6 ppoll (libc.so.6 + 0xe94a6)
#4 0x00007f42f729f125 g_main_context_iterate_unlocked.isra.0 (libglib-2.0.so.0 + 0x48125)
#5 0x00007f42f729f2e7 g_main_loop_run (libglib-2.0.so.0 + 0x482e7)
#6 0x00007f42ea9a16c2 gdbus_shared_thread_func.lto_priv.0 (libgio-2.0.so.0 + 0xf76c2)
#7 0x00007f42f72d4d12 g_thread_proxy (libglib-2.0.so.0 + 0x7dd12)
#8 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#9 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130600:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76674 __syscall_cancel (libc.so.6 + 0x6f674)
#3 0x00007f42f8ef04a6 ppoll (libc.so.6 + 0xe94a6)
#4 0x00007f42f729f125 g_main_context_iterate_unlocked.isra.0 (libglib-2.0.so.0 + 0x48125)
#5 0x00007f42f729f1e3 g_main_context_iteration (libglib-2.0.so.0 + 0x481e3)
#6 0x00007f42f729f231 glib_worker_main (libglib-2.0.so.0 + 0x48231)
#7 0x00007f42f72d4d12 g_thread_proxy (libglib-2.0.so.0 + 0x7dd12)
#8 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#9 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130605:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76977 __GI___futex_abstimed_wait_cancelable64 (libc.so.6 + 0x6f977)
#3 0x00007f42f8e793e2 pthread_cond_timedwait@@GLIBC_2.3.2 (libc.so.6 + 0x723e2)
#4 0x00007f42f51f4f5c n/a (libnvidia-glcore.so.610.43.02 + 0x9f4f5c)
#5 0x00007f42f5645a11 n/a (libnvidia-glcore.so.610.43.02 + 0xe45a11)
#6 0x00007f42f51f5114 n/a (libnvidia-glcore.so.610.43.02 + 0x9f5114)
#7 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#8 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130613:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76977 __GI___futex_abstimed_wait_cancelable64 (libc.so.6 + 0x6f977)
#3 0x00007f42f8e793e2 pthread_cond_timedwait@@GLIBC_2.3.2 (libc.so.6 + 0x723e2)
#4 0x00007f42e1dde63c n/a (libVkLayer_steam_fossilize.so + 0x6063c)
#5 0x00007f42e1e4f540 n/a (libVkLayer_steam_fossilize.so + 0xd1540)
#6 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#7 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130614:
#0 0x00007f42ef619746 n/a (libnvidia-gpucomp.so.610.43.02 + 0x1a19746)
#1 0x00007f42ef637d56 n/a (libnvidia-gpucomp.so.610.43.02 + 0x1a37d56)
#2 0x00007f42ef638971 n/a (libnvidia-gpucomp.so.610.43.02 + 0x1a38971)
#3 0x00007f42ef63902f n/a (libnvidia-gpucomp.so.610.43.02 + 0x1a3902f)
#4 0x00007f42ee1f783e n/a (libnvidia-gpucomp.so.610.43.02 + 0x5f783e)
#5 0x00007f42ef244c31 n/a (libnvidia-gpucomp.so.610.43.02 + 0x1644c31)
#6 0x00007f42ee1f788e n/a (libnvidia-gpucomp.so.610.43.02 + 0x5f788e)
#7 0x00007f42ef245013 n/a (libnvidia-gpucomp.so.610.43.02 + 0x1645013)
#8 0x00007f42ee0b9bfe n/a (libnvidia-gpucomp.so.610.43.02 + 0x4b9bfe)
#9 0x00007f42ef2461b1 n/a (libnvidia-gpucomp.so.610.43.02 + 0x16461b1)
[#10](/issue/ValveSoftware/Proton/10) 0x00007f42ee0f7d96 n/a (libnvidia-gpucomp.so.610.43.02 + 0x4f7d96)
[#11](/issue/ValveSoftware/Proton/11) 0x00007f42e12a2024 n/a (libnvidia-glvkspirv.so.610.43.02 + 0xa2024)
[#12](/issue/ValveSoftware/Proton/12) 0x00007f42e12a2836 _nv002nvvm (libnvidia-glvkspirv.so.610.43.02 + 0xa2836)
[#13](/issue/ValveSoftware/Proton/13) 0x00007f42f5672306 n/a (libnvidia-glcore.so.610.43.02 + 0xe72306)
[#14](/issue/ValveSoftware/Proton/14) 0x00007f42f567afe2 n/a (libnvidia-glcore.so.610.43.02 + 0xe7afe2)
[#15](/issue/ValveSoftware/Proton/15) 0x00007f42f567cdfa n/a (libnvidia-glcore.so.610.43.02 + 0xe7cdfa)
[#16](/issue/ValveSoftware/Proton/16) 0x00007f42f57a58db n/a (libnvidia-glcore.so.610.43.02 + 0xfa58db)
[#17](/issue/ValveSoftware/Proton/17) 0x00007f42f567dd67 n/a (libnvidia-glcore.so.610.43.02 + 0xe7dd67)
[#18](/issue/ValveSoftware/Proton/18) 0x00007f42f567e125 n/a (libnvidia-glcore.so.610.43.02 + 0xe7e125)
[#19](/issue/ValveSoftware/Proton/19) 0x00007f42f5795f00 n/a (libnvidia-glcore.so.610.43.02 + 0xf95f00)
[#20](/issue/ValveSoftware/Proton/20) 0x00007f42f551cd05 n/a (libnvidia-glcore.so.610.43.02 + 0xd1cd05)
[#21](/issue/ValveSoftware/Proton/21) 0x00007f42e1e10f46 n/a (libVkLayer_steam_fossilize.so + 0x92f46)
[#22](/issue/ValveSoftware/Proton/22) 0x000055a87e833b79 _ZN13CVulkanDevice15compilePipelineEjj10ShaderTypejjjjb (gamescope + 0xccb79)
[#23](/issue/ValveSoftware/Proton/23) 0x000055a87e836273 _ZN13CVulkanDevice19compileAllPipelinesEv (gamescope + 0xcf273)
[#24](/issue/ValveSoftware/Proton/24) 0x00007f42f90523b6 execute_native_thread_routine (libstdc++.so.6 + 0x523b6)
[#25](/issue/ValveSoftware/Proton/25) 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
[#26](/issue/ValveSoftware/Proton/26) 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130623:
#0 0x00007f42ea45fa45 blur_surface.constprop.0.isra.0 (libdecor-gtk.so + 0x6a45)
#1 0x00007f42ea45fe81 libdecor_plugin_gtk_frame_new (libdecor-gtk.so + 0x6e81)
#2 0x00007f42f963789a libdecor_decorate (libdecor-0.so.0 + 0x289a)
#3 0x000055a87e7c938d _ZN9gamescope15CWaylandBackend22CreateVirtualConnectorEm (gamescope + 0x6238d)
#4 0x000055a87e814f4c _Z17steamcompmgr_mainiPPc (gamescope + 0xadf4c)
#5 0x000055a87e82354e _ZL21steamCompMgrThreadRuniPPc (gamescope + 0xbc54e)
#6 0x00007f42f90523b6 execute_native_thread_routine (libstdc++.so.6 + 0x523b6)
#7 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#8 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130621:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76674 __syscall_cancel (libc.so.6 + 0x6f674)
#3 0x00007f42f8efd935 epoll_wait (libc.so.6 + 0xf6935)
#4 0x00007f42c808b008 impl_pollfd_wait (libspa-support.so + 0x1c008)
#5 0x00007f42c8074528 loop_iterate (libspa-support.so + 0x5528)
#6 0x00007f42f976b1c1 do_loop (libpipewire-0.3.so.0 + 0x831c1)
#7 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#8 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130606:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76977 __GI___futex_abstimed_wait_cancelable64 (libc.so.6 + 0x6f977)
#3 0x00007f42f8e791cc pthread_cond_wait@@GLIBC_2.3.2 (libc.so.6 + 0x721cc)
#4 0x00007f42f51f4efc n/a (libnvidia-glcore.so.610.43.02 + 0x9f4efc)
#5 0x00007f42f563fd3e n/a (libnvidia-glcore.so.610.43.02 + 0xe3fd3e)
#6 0x00007f42f51f5114 n/a (libnvidia-glcore.so.610.43.02 + 0x9f5114)
#7 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#8 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130622:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76674 __syscall_cancel (libc.so.6 + 0x6f674)
#3 0x00007f42f8eefe7e __poll (libc.so.6 + 0xe8e7e)
#4 0x000055a87e88feb5 _ZL12run_pipewireP14pipewire_state (gamescope + 0x128eb5)
#5 0x00007f42f90523b6 execute_native_thread_routine (libstdc++.so.6 + 0x523b6)
#6 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#7 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130603:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76674 __syscall_cancel (libc.so.6 + 0x6f674)
#3 0x00007f42f8ef04a6 ppoll (libc.so.6 + 0xe94a6)
#4 0x00007f42f729f125 g_main_context_iterate_unlocked.isra.0 (libglib-2.0.so.0 + 0x48125)
#5 0x00007f42f729f1e3 g_main_context_iteration (libglib-2.0.so.0 + 0x481e3)
#6 0x00007f42e989611d dconf_gdbus_worker_thread (libdconfsettings.so + 0x511d)
#7 0x00007f42f72d4d12 g_thread_proxy (libglib-2.0.so.0 + 0x7dd12)
#8 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#9 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130599:
#0 0x00007f42f8efb3fd syscall (libc.so.6 + 0xf43fd)
#1 0x00007f42f72cf4eb g_cond_wait (libglib-2.0.so.0 + 0x784eb)
#2 0x00007f42f726158c g_async_queue_pop_intern_unlocked (libglib-2.0.so.0 + 0xa58c)
#3 0x00007f42f72d5d64 g_thread_pool_spawn_thread (libglib-2.0.so.0 + 0x7ed64)
#4 0x00007f42f72d4d12 g_thread_proxy (libglib-2.0.so.0 + 0x7dd12)
#5 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#6 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130608:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76977 __GI___futex_abstimed_wait_cancelable64 (libc.so.6 + 0x6f977)
#3 0x00007f42f8e793e2 pthread_cond_timedwait@@GLIBC_2.3.2 (libc.so.6 + 0x723e2)
#4 0x00007f42f51f4f5c n/a (libnvidia-glcore.so.610.43.02 + 0x9f4f5c)
#5 0x00007f42f5653392 n/a (libnvidia-glcore.so.610.43.02 + 0xe53392)
#6 0x00007f42f51f5114 n/a (libnvidia-glcore.so.610.43.02 + 0x9f5114)
#7 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#8 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130609:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76977 __GI___futex_abstimed_wait_cancelable64 (libc.so.6 + 0x6f977)
#3 0x00007f42f8e793e2 pthread_cond_timedwait@@GLIBC_2.3.2 (libc.so.6 + 0x723e2)
#4 0x00007f42f51f4f5c n/a (libnvidia-glcore.so.610.43.02 + 0x9f4f5c)
#5 0x00007f42f562c5dd n/a (libnvidia-glcore.so.610.43.02 + 0xe2c5dd)
#6 0x00007f42f51f5114 n/a (libnvidia-glcore.so.610.43.02 + 0x9f5114)
#7 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#8 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
Stack trace of thread 130612:
#0 0x00007f42f8e82412 __syscall_cancel_arch (libc.so.6 + 0x7b412)
#1 0x00007f42f8e7662c __internal_syscall_cancel (libc.so.6 + 0x6f62c)
#2 0x00007f42f8e76977 __GI___futex_abstimed_wait_cancelable64 (libc.so.6 + 0x6f977)
#3 0x00007f42f8e793e2 pthread_cond_timedwait@@GLIBC_2.3.2 (libc.so.6 + 0x723e2)
#4 0x00007f42f51f4f5c n/a (libnvidia-glcore.so.610.43.02 + 0x9f4f5c)
#5 0x00007f42f57719d9 n/a (libnvidia-glcore.so.610.43.02 + 0xf719d9)
#6 0x00007f42f57547b6 n/a (libnvidia-glcore.so.610.43.02 + 0xf547b6)
#7 0x00007f42f51f5114 n/a (libnvidia-glcore.so.610.43.02 + 0x9f5114)
#8 0x00007f42f8e79d19 start_thread (libc.so.6 + 0x72d19)
#9 0x00007f42f8efd64c __clone3 (libc.so.6 + 0xf664c)
ELF object binary architecture: AMD x86-64
You use Fedora, I use Arch Linux with CachyOS kernel. Different versions of gamescope, drivers, etc... Have you thought about migrating to CachyOS? It is excellent for games.
EDIT: Ok, now that I saw that FH6 has updated. Try these options: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds gamescope -W 1920 -H 1080 -r 60 --force-grab-cursor -f %command%
Change -r 60 for your monitor's refresh rate.
If your monitor supports HDR and VRR, you can add: --adaptive-sync --hdr-enabled If you want to see the graphs, install Mangohud and put it in the string: --mangoapp
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4758796723
I have a 120Hz Laptop Screen. I have tried CachyOS first, but I was stuck in installation because there were some issues with the Wi-Fi connections in Live Boot (Installation Phase). I could have tried USB tethering to provide an internet connection, too, but it was not great.
Edit: If they provide, pre compiled non-rolling release, things would have been different.
I have a 120Hz Laptop Screen. I have tried CachyOS first, but stuck in installation because there were some issues with the Wi-Fi connections in Live Boot (Installation Phase). I could have tried USB tethering to provide an internet connection, too, but it was not great.
Edit: If they provide, pre compile non-rolling release, things would have been different.
You can install plugged into the cable first and check if the Wifi is detected later, if it is not it is necessary to search the laptop's wifi adapter and download any driver or firmware that is missing.
Tested with the string: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds gamescope -W 1920 -H 1080 -r 60 --force-grab-cursor -f %command%
On my computer it is only working if I use: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4758892422
still crashes.
Also: If I don't use any Launch Options especially on Proton CachyOS Latest (installed via ProtonPlus), Proton Hotfix, it works nicely, but crashes when the initial race starts,
still crashes. Also: If I don't use any Launch Options especially on Proton CachyOS Latest (installed via ProtonPlus), Proton Hotfix, it works nicely, but crashes when the initial race starts,
Yes, mine is also crashing if I don't use the option: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds
Try this: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds %command%
It's not the best option to have more FPS, but it's cleaner and more stable, good for testing.
The VKD3D_CONFIG=descriptor_heap,skip_application_workarounds disable its built-in per-game workarounds.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4758987032
Nahh man, I think I should wait for whom?? I don't know, should I wait for Nvidia to patch or Forza Horizon 6 to patch? Or Valve Proton? I'm confused. The game started, but it crashed just right after optimising the PC 100%. Most people are using the 595 version of Nvidia Drivers to play the game. I will try to downgrade later. If it works, I will report it here as a fix.
Nahh man, I think I should wait for whom?? I don't know, should I wait for Nvidia to patch or Forza Horizon 6 to patch? Or Valve Proton? I'm confused. The game started, but it crashed just right after optimising the PC 100%. Most people are using the 595 version of Nvidia Drivers to play the game. I will try to downgrade later. If it works, I will report it here as a fix.
Yep, now I've found out that HDR is no longer working, for any game, because KDE Plasma has updated to version 6.7.
Linux requires patience, but even so I don't go back to Windows. If it doesn't work on Linux then I don't play it.
Try CachyOS again when you have time, it's pretty good.
EDIT:
I tested it this way:
No gamescope, only: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds %command%
(game → KWin → display)
The game loads but crashes when I try to join a race.
With gamescope: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds VKD3D_FRAME_RATE=120 gamescope -W 3840 -H 2160 -r 120 --mangoapp --force-grab-cursor -f -- %command%
(game → gamescope → KWin → display)
The game loaded and when entering a race it worked.
But as I said I use Arch Linux so Gamescope is the latest version, everything is latest version. In other Linux distros it may be different.
After some online races, I get a crash with the FHE21 error, is there any fix for this?
I've tried all of the fixes mentioned on ProtonDB and I got it running exactly once with the following settings:
Proton version: cachyos-11.0-20260520-slr
launch options: PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%
After ending my session it never worked again, no matter what settings I use. Currently I'm stuck after the photosensitive seizure warning where I get the following screen and then nothing else is happening:
The time it worked it was running fine without any stuttering and alright performance.
My system information:
OS: Manjaro Linux
KERNEL: 6.12.94-1-MANJARO
CPU: AMD Ryzen 7 3700X 8-Core
GPU: NVIDIA GeForce RTX 3070
GPU DRIVER: NVIDIA 610.43.02
RAM: 32 GB
After ending my session it never worked again, no matter what settings I use. Currently I'm stuck after the photosensitive seizure warning where I get the following screen and then nothing else is happening:
Try with: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds
Try with:
VKD3D_CONFIG=descriptor_heap,skip_application_workarounds
This did not help, same result :/
Most people are using the 595 version of Nvidia Drivers to play the game. I will try to downgrade later. If it works, I will report it here as a fix.
Is this a valid fix? I was on that version before but it wasn´t working with that version either. The game told me to upgrade - so I did.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4760485288
I checked protondb for fixes, they are using 595
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4759161882
Using a slightly modified version of this, VKD3D_CONFIG=descriptor_heap,skip_application_workarounds VKD3D_FRAME_RATE=72 gamescope -W 2560 -H 1440 -r 72 -- %command% (in the quoted post there were some issues with double dashes in the command arguments) with cachyos kernel 7.0.12-1-cachyos, nvidia drivers 610.43.02 with an RTX 3050 laptop, it runs perfectly well.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4761537432
Not working still crashes.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4761537432
Are all ray tracing related settings off and did you try turning shader quality to minimum?
Yes. I did. It's working on CachyOS except Fedora.
On Sun, 21 Jun, 2026, 15:51 Artemis, @.***> wrote:
MementoMortes left a comment (ValveSoftware/Proton#9789)
https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4761645237Nahh man, I think I should wait for whom?? I don't know, should I wait for
Nvidia to patch or Forza Horizon 6 to patch? Or Valve Proton? I'm confused.
The game started, but it crashed just right after optimising the PC 100%.
Most people are using the 595 version of Nvidia Drivers to play the game. I
will try to downgrade later. If it works, I will report it here as a fix.Yep, now I've found out that HDR is no longer working, for any game,
because KDE Plasma has updated to version 6.7.
Linux requires patience, but even so I don't go back to Windows. If it
doesn't work on Linux then I don't play it.
Try CachyOS again when you have time, it's pretty good.
EDIT: I tested it this way:
No gamescope, only: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds
%command%
(game → KWin → display)
The game loads but crashes when I try to join a race.
With gamescope: VKD3D_CONFIG=descriptor_heap,skip_application_workarounds
VKD3D_FRAME_RATE=120 gamescope --W 3840 -H 2160 --r 120 --mangoapp
--force-grab-cursor -f -- %command%
(game → gamescope → KWin → display)
The game loaded and when entering a race it worked. But as I said I use
Arch Linux so Gamescope is the latest version, everything is latest
version. In other Linux distros it may be different.Using a slightly modified version of this, VKD3D_CONFIG=descriptor_heap,skip_application_workarounds
VKD3D_FRAME_RATE=72 gamescope -W 2560 -H 1440 -r 72 -- %command% (in the
quoted post there were some issues with double dashes in the command
arguments) with cachyos kernel 7.0.12-1-cachyos, nvidia drivers 610.43.02
with an RTX 3050 laptop, it runs perfectly well.Not working still crashes.
Are all ray tracing related settings off and did you try turning shader
quality to minimum?—
Reply to this email directly, view it on GitHub
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Using a slightly modified version of this,
VKD3D_CONFIG=descriptor_heap,skip_application_workarounds VKD3D_FRAME_RATE=72 gamescope -W 2560 -H 1440 -r 72 -- %command%(in the quoted post there were some issues with double dashes in the command arguments) with cachyos kernel7.0.12-1-cachyos, nvidia drivers610.43.02with an RTX 3050 laptop, it runs perfectly well.
This kinda made it better? I was now able to start the game, set all video settings to the lowest setting with RTX off. I could then drive for just a second before I got the video card error FHC20 and the game crashed.
Update: I have changed my Nvidia Drivers to the Production Branch (610 Feature Version to 595 stable). Still Crashes. This game is something that works great on CachyOS, not on Fedora. Looks like I have to change my distro to play FH6 (have to install 155 GB again 😢). My other games are running super smooth except this.
Just installed cachyOS just to play the game... After some minutes I get the FHC00 error code. grrr
@k4lim Try adding this to your Steam launch options:
VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%
Also make sure you're using Proton Experimental or proton-cachyos (latest). Which one did you try?
Are there any news or fixes about the weird rubberband stuttering on amd gpus, like the 9070xt?
Already tried newest versions of Proton: Hotfix, Experimental, GE, Cachyos Proton.
And various Env Variables.
Are there any news or fixes about the weird rubberband stuttering on amd gpus, like the 9070xt?
Already tried newest versions of Proton: Hotfix, Experimental, GE, Cachyos Proton. And various Env Variables.
Nope. It also stutters on Steam Machine btw according to Digital Foundry: https://www.youtube.com/watch?v=WhWtLi_FqLo&t=927s
Are there any news or fixes about the weird rubberband stuttering on amd gpus, like the 9070xt?
Already tried newest versions of Proton: Hotfix, Experimental, GE, Cachyos Proton. And various Env Variables.
Nope. It also stutters on Steam Machine btw according to Digital Foundry: https://www.youtube.com/watch?v=WhWtLi_FqLo&t=927s
Microsoft being Microsoft 🥀
It seems like with each update the game performance on Linux is getting worse and worse.
Benchmark running Extreme RT, FSR Quality.
On 364.933 version: 78fps.
On 375.327 version: 67fps.
On 382.893 version: 60fps.
While the Windows performance remains consistent since 364.933 giving 92fps.
System:
Ryzen 7 5800x
32GB DDR4 3200MHz
AMD RX9070XT
Arch Linux + KDE Plasma + Proton-CachyOS
I've had a number of crashes now with the FHC20 error code, which isn't listed in the known error codes on the Forza website here, however the closest error code FHC21 is listed and is related to running an unsupported OS. Looks like there is some OS detection going on and then it crashes.
Annoyingly the game worked fine for me for two hours on Proton 11 (Beta) with the below launch options:
PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%
System:
Intel i9-9900k
32GB DDR4 3200MHz
NVIDIA GeForce 2080ti
Arch 7.0.12 + Hyprland 0.55.4-1 + Proton 11 (Beta) (in Steam dropdown list)
Nvidia 610.43.02-2 (nvidia-open-dkms Arch package)
VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command% and Proton Experimental seems to have cured it, apologies.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4787775213
THANK YOU SO MUCH THIS MADE IT WORK FLAWLESSSLY FOR ME I REALLY APPRECIATE IT
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4787775213
What driver version are you on? I tried your launch options on my i5 10400f + 2080ti and it's still struggling a lot on driver version 595. I'm on Pop_OS 22, so no 610 yet...
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4719002424
experimental-11.0-20260622b now detects forzahorizon6.exe and applies 2 configs + shader quirks, but 62s hang before window creation persists unchanged. RTX 3060 Ti, driver 595.71.05.
Updated log for experimental-11.0-20260622b:
steam-2483190.log
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4800733003
As @Oingy-Boingy mentioned in his comment adding VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing fixes the hangs
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4787775213
What driver version are you on? I tried your launch options on my i5 10400f + 2080ti and it's still struggling a lot on driver version 595. I'm on Pop_OS 22, so no 610 yet...
I'm on nixos unstable with driver 610
Adding a SteamOS / Intel Xe handheld data point. This is not an initial launch crash; it is specifically triggered by SteamOS suspend/resume.
2483190xe6.16.12-valve24-1-neptune-616-gc748040e4712vulkan-intel 25.3.0.213835.radeonsi_25.3.0-4.1 (lib32-vulkan-intel same build)3.16.23.2-11920x1200, Medium preset, FSR Balanced, 60 FPS capUserConfig_RTGIQuality=Off, UserConfig_RTReflectionQuality=Off1920x1200After resume, the presented image freezes. In some runs audio continues for a while while the HUD/image stays frozen; in other runs audio also stops. The process may remain alive briefly, then the game writes a crash/hang report.
The game crash report consistently points at a video device removal path:
REASON="Video card"
BUCKET="Device removed: Unknown error: 0x00000102"
EXCEPTION="ACCESS_VIOLATION_WRITE"
The Steam/journal side shows Intel userspace failing submissions after the resume failure:
steam[...] intel: the execbuf ioctl keeps returning ENOMEM
I did not see system RAM exhaustion or a kernel OOM during the repro. MemAvailable was still around 18 GB in one captured failed run, and Forza RSS was around 4.3 GB. I also did not see a clear xe GPU reset/hang message in journalctl -k around the resume; suspend/resume itself completed normally (PM: suspend entry (s2idle) -> PM: suspend exit).
During the frozen state, the Forza process was still present, with many threads waiting in ntsync_schedule, and vkd3d queue/fence/swapchain related threads mostly in futex waits. The GPU activity had dropped to zero (act_freq=0) after the freeze.
1920x1200, matching the panel. No change.SIGSTOP of the game, then SIGCONT 2 seconds after resume. No change; still produced Device removed: Unknown error: 0x00000102.SIGCONT until 15 seconds after resume. No change.This looks close to the Intel xe / vkd3d FH6 hang class reported in HansKristian-Work/vkd3d-proton#3050, but in this case the reliable trigger is SteamOS suspend/resume rather than launch or entering gameplay. Happy to collect a Proton log, ANV/vkd3d debug output, or specific xe debugfs snapshots if that would help.
Fixed
VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%and Proton Experimental seems to have cured it, apologies.
Doesn't work for me unfortunately. It's a bit baffling I still can't play a game I pre-ordered, FH4 and FH5 were working just fine. I'm on an up to date Bazzite system with a 9800x3D and a 4090.
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4800733003)
As @Oingy-Boingy mentioned in his comment adding VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing fixes the hangs
Still not working for me with this launch command, unfortunately.
Can't get the game to launch on Manjaro at all, no matter which workaround I tried
Using a 7800X3D with a 9060XT
It did run shortly after it came out, but I wasn't playing it on my PC since then, but rather my Steam Deck
Now that I am trying to play it on my PC again, it just doesn't launch at all
VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%and Proton Experimental seems to have cured it, apologies.
switching to Proton Experimental seems to have resolved the FHC20 crashes for me, but now the game flickers like a strobe light during gameplay. Curiously the mangohud framerate displays as "unl" (unlimited?).
I am using the same launch configs.
The following works for me on RTX 4080 Laptop GPU, Ultra + RT + DLSS Enabled (previously it used to crash with RT)
Proton: proton-cachyos-11.0-20260601
Launch Flags: PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap,skip_application_workarounds %command%
Replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4787775213)
What driver version are you on? I tried your launch options on my i5 10400f + 2080ti and it's still struggling a lot on driver version 595. I'm on Pop_OS 22, so no 610 yet...
Edited my comment to add I'm on 610.43.02-2 and the Arch package I'm using. Not sure that will help for Pop OS though
Update: Forza Horizon 6 is working seamlessly smooth on CachyOS with Proton-CachyOS Latest. If you feel lag in games: Set this as Launch Options: VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%
without this launch options, you feel lag while getting crashing race track boundaries.
Update: Forza Horizon 6 is working seamlessly smooth on CachyOS with Proton-CachyOS Latest. If you feel lag in games: Set this as Launch Options:
VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%without this launch options, you feel lag while getting crashing race track boundaries.
@itsmeadarsh2008
Is this for AMD or Nvidia?
Tried that on EndavourOS with latest CachyOS Proton and the Launch options, but still lags.
Update: Forza Horizon 6 is working seamlessly smooth on CachyOS with Proton-CachyOS Latest. If you feel lag in games: Set this as Launch Options:
VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%
without this launch options, you feel lag while getting crashing race track boundaries.@itsmeadarsh2008 Is this for AMD or Nvidia? Tried that on EndavourOS with latest CachyOS Proton and the Launch options, but still lags.
Nvidia
Update on my end:
Proton Version: Proton Experimental
Launch options: VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%
Kernel: Linux 7.1.2-2-cachyos
Work's wthout any issues now. Performance is good, no stutters.
Proton Version: Proton Experimental
Launch options: VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%
Kernel: Linux 7.1.2-2-cachyos
CachyOS with Hyprland
Been experiencing some rubberbanding and stutters too on an rx 7700xt.
The launch options helped a bit, but at least on my end, im seeing some other problems. Before using these launch options, frame time usually averaged around 9-15ms but randomly spikes to 50ms. The launch options made it a bit more bearable, where it peaks around 20ms but way smoother, though a bit unstable.
At least for my GPU, there seems to be some power management issues when running games through steal/proton. For some reason, it starts to power throttle around 170-180w.
I use LACT for management, and that's set to 250w. And it can pull 250w no problem in furmark. But steam/proton caps around 170w with gpu at 100%.
Got some help from an llm with logging and monitoring scripts and seems like I'm hitting TDC which is weird because all my temps are pretty ok. And furmark didn't complain either. 10 mins under full load 250w.
As for raytracing, experiencing issues same as everyone in this thread. Though for some reason only happens after game restart. Rtx works fine, but if i keep it on then restart, it errors aut when loading the game/map. I have to turn it off in teh start screen.
At least for my GPU, there seems to be some power management issues when running games through steal/proton. For some reason, it starts to power throttle around 170-180w.
Gpu is not being utilized fully; 5090 should chug 450-550 watts in this games.
Windows screenshot from a youtube game reviewer.
Gpu is not being utilized fully; 5090 should chug 450-550 watts in this games.
Check mangohud and enable the power throttle on the graph. See if it does the same thing. Something is messed up and im pretty sure this is not an end-user machine issue.
Have you had the chance to test any other games through steam/proton and outside?
I also tested 3dmark (demo) both on dx12 and vulkan and they both cap around 180 with power throttle. And as mentioned in my earlier comment, furmark ran natively pulls 250w no problem.
Here is FH6
Here is furmark native
Furmark 600watts.
Witcher3 425watts. dxvk.
Ghost of Tsushima 500wats. vkd3d, descriptor_heap.
Cyberpunk 550watts, vkd3d ,descriptor_heap.
Other games i cant max out gpu, i have a relatively old cpu.
Looks fine on Ghost of Tsushima and Cyberpunk.
So issue is with this forza game it looks like.
For reference — the black screen on startup was fixed in Proton Bleeding Edge (11.0-362204-20260515). If you're still seeing it, make sure you've opted into Bleeding Edge beta in Steam.
The severe stuttering issue is more interesting — it manifests as micro-freezes that don't always show up in frametime graphs, which suggests it might be shader compilation stutter or a resource streaming bottleneck rather than a pure rendering problem. A few things worth trying:
DXVK_ASYNC=1 if your Proton build supports it (async shader compilation)steamapps/shadercache/2483190/)Ray tracing crashing with GPU error on RDNA4 is likely a Mesa/RADV bug — worth reporting separately on the Mesa GitLab with a RADV_DEBUG hang report.
One other thing: Forza Horizon (5 and 6) uses anti-cheat that has had mixed Proton compatibility across versions. If you're getting kicked from online sessions or the game refuses to connect to servers, that's a separate layer from the rendering issues here.
@Jakeshadow thanks for the response.
Re: severe stuttering, I tried both DXVK_ASYNC=1 and blowing away the cache directory you called out, but the issue persists. I'm running an NVIDIA card.
OS: Bazzite
KERNEL: 6.19.14-ogc5.1.fc44.x86_64
CPU: AMD Ryzen 7 9800X3D 8-Core
GPU: NVIDIA GeForce RTX 4080 SUPER
GPU DRIVER: NVIDIA 595.71.05
RAM: 31 GB
With stock CachyOS kernel 7.1.2-3 Forza Horizon 6 runs fine. RX 9070.
With 7.2-rc1-4 - HDMI FRL, VRR, ALLM, HDR10 - all are working fine. Cyberpunk, Expedition 33 run fine. Forza Horizon 6 crashes on load
Error: Video Card Crash. Code: FHC20
Tried different proton versions and start parameters. The only thing that resolves the issue is going back to 7.1.2-3.
I guess this is not a Proton issue but I don't know where I can report it.
Facing blackscreen issue after intro video in FH6. GPU is AMD 7900 xtx . Using ubuntu steam with proton experimental (latest bleeding edge) . Some times the game works fine after intro video and sometimes there is blackvideo freeze (without audio) after intro. Please refer to attached video and suggest solution to make it work reliably
Thanks
Srinidhi
https://github.com/user-attachments/assets/2d19ed3b-2e92-4452-b095-f284e7770e63
Are the stuttering issues still being actively investigated? Or has someone come up with a "surefire" way to fix it with launch options?
My system:
OS: NixOS
DE/WM: Niri
GPU: AMD RX 9070 XT
CPU: Ryzen 7 7800X3D
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4994237150
you might want to try "amdgpu.vm_update_mode=3" kernel param.
that helped with my 7900xtx. i lowered environmental textures from extreme to high or lower. then it was silky smooth.
im unplugged that gpu since, so i cant test again to be sure.
just give it a try.
any suggestions for blackscreen issue after intro video in FH6 with proton experimental (latest bleeding edge) and amd 7900xtx?
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4994237150
They are definetly still there. For me the game is only playable by setting environmental texture to "low" and locking fps to 60, which of course is not what you'd want to do with higher end cards.
As for the previously suggested kernel parameters I don't think it changes anything.
If this issue is still being investigated, idk, but I sure hope it is.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4885517692
For me adding the following to the Steam launch options.
VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing PROTON_VKD3D_HEAP=1 %command%
Right Click > Properties > General > Launch Options
Also if you navigate to ~/.local/share/Steam/steamapps/shadercache/2483190 and delete that folder, then Verify the Integrity of game files under steam
Right Click > Properties > Installed Files > Verify integrity of game files
This doesn't fix the stuttering issues, which since the last patch have gotten far worse and also get far worse as you play it. Similar to a memory leak. Ultimately the system will crash after about an hour.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-4994237150
Afaik the stuttering is due to the way the game is coded. The "fixes" that the vkd3d dev made were attempts to work around their shoddy code.
There are lots of Windows users with stuttering issues so maybe one day they'll fix their game. For now, all they care about is plugging loopholes in farming credits & resetting lap times.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-5007157105
Still the black screen issue is happening even after adding the suggested launch options.
Hi all,
I'm experiencing perhaps the strangest bug with Proton yet in Forza Horizon 6.
When fast traveling to ("loading into") Shikisai-no-Oka (whether from the map, or at the start/end of a race, exiting photography mode nearby), loading can take 3-5 minutes on an SSD, much longer than the expected 5-10 second loading times experienced when "loading into" any other location.
When driving up to the same location normally ("streaming into") Shikisai-no-Oka, no issues happen.
This area of the map has very dense flower fields; perhaps related to that?
Proton: 1784330736 experimental-bleeding-edge-11.0-398902-20260717-pe346d3-w91e9e8-d6b20f6-v3dfc6f
SteamGameId: 2483190
Command: ['/home/rain/.local/share/Steam/steamapps/common/ForzaHorizon6/forzahorizon6.exe']
Options: {'gamedrive', 'forcelgadd'}
depot: 4.0.20260608.242786
pressure-vessel: 0.20260601.0
pressure-vessel-arm64: 0.20260601.0
scripts: 0.20260601.0
steamrt4: 4.0.20260608.242786 steamrt4 4.0.20260608.242786
Kernel: Linux 7.1.2-arch3-1 #1 SMP PREEMPT_DYNAMIC Fri, 03 Jul 2026 23:25:36 +0000 x86_64
Language: LC_ALL None, LC_MESSAGES None, LC_CTYPE None
Attached is a Proton log that matches the version information above, that contains me launching the game, entering the open world, and then fast-traveling via the map to Shikisai-no-Oka.
Please take care extracting, as the log file is 9.0GiB un-gzipped.
https://cloud.disroot.org/s/WysDcRciojJwSxF
A small excerpt from towards the end of the log is below, in case you do not wish to download.
190387.172:0144:0268:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d.
190387.172:0144:0268:trace:seh:dispatch_exception code=c000001d (EXCEPTION_ILLEGAL_INSTRUCTION) flags=0 addr=00000001415B4BD0
190387.172:0144:0268:trace:seh:dispatch_exception rip=00000001415b4bd0 rsp=0000000017a1dec8 rbp=0000000017a1df61 eflags=00010246
190387.172:0144:0268:trace:seh:dispatch_exception rax=00000003082c80b0 rbx=0000000000000020 rcx=0000000307ed23d0 rdx=0000000017a1df18
190387.172:0144:0268:trace:seh:dispatch_exception rsi=00000003082c8f30 rdi=000000030806e128 r8=0000000307ed9000 r9=0000000000000010
190387.172:0144:0268:trace:seh:dispatch_exception r10=00000001415b4bd0 r11=0000000017a1df90 r12=000000008cedc0c0 r13=00000000a1c42f20
190387.172:0144:0268:trace:seh:dispatch_exception r14=0000000000000010 r15=0000000307ed9000 mxcsr=00001faa cs=0033 ss=002b
190387.172:0144:0268:trace:seh:call_vectored_handlers calling handler at 0000000145374FC8 code=c000001d flags=0
190387.172:0144:0268:trace:seh:call_vectored_handlers handler at 0000000145374FC8 returned ffffffff
190387.172:0144:0268:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d.
190387.172:0144:0268:trace:seh:dispatch_exception code=c000001d (EXCEPTION_ILLEGAL_INSTRUCTION) flags=0 addr=00000001415B4450
190387.172:0144:0268:trace:seh:dispatch_exception rip=00000001415b4450 rsp=0000000017a1dd68 rbp=0000000017a1de70 eflags=00010287
190387.172:0144:0268:trace:seh:dispatch_exception rax=00000003082c80b0 rbx=0000000307ed24d0 rcx=0000000307ed23d0 rdx=00000003082c80b0
190387.172:0144:0268:trace:seh:dispatch_exception rsi=00000003082c80b0 rdi=0000000307ed23d0 r8=0000000000000010 r9=0000000017a1df10
190387.172:0144:0268:trace:seh:dispatch_exception r10=00006ffffc8e0000 r11=0000000017a1db80 r12=0000000000000020 r13=0000000307ed9000
190387.172:0144:0268:trace:seh:dispatch_exception r14=0000000000000010 r15=0000000017a1e1c0 mxcsr=00001faa cs=0033 ss=002b
190387.172:0144:0268:trace:seh:call_vectored_handlers calling handler at 0000000145374FC8 code=c000001d flags=0
190387.172:0144:0268:trace:seh:call_vectored_handlers handler at 0000000145374FC8 returned ffffffff
190387.172:0144:0268:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d.
190387.172:0144:0268:trace:seh:dispatch_exception code=c000001d (EXCEPTION_ILLEGAL_INSTRUCTION) flags=0 addr=00000001415B5490
190387.172:0144:0268:trace:seh:dispatch_exception rip=00000001415b5490 rsp=0000000017a1dc68 rbp=0000000017a1dd11 eflags=00010206
190387.172:0144:0268:trace:seh:dispatch_exception rax=000000000d0e1700 rbx=0000000307ed23d0 rcx=0000000307ed23d0 rdx=0000000017a1df10
190387.172:0144:0268:trace:seh:dispatch_exception rsi=0000000000000010 rdi=0000000017a1df10 r8=0000000017a1e1c0 r9=00000000000000e0
190387.172:0144:0268:trace:seh:dispatch_exception r10=00006ffffc8e0000 r11=00006ffffc8fe721 r12=0000000000000020 r13=0000000307ed9000
190387.172:0144:01a8:trace:seh:sigsys_handler SIGSYS, rax 0x2a, rip 0xe2068a.
190387.172:0144:0268:trace:seh:dispatch_exception r14=00000003082c80b0 r15=0000000000000000 mxcsr=00001faa cs=0033 ss=002b
190387.172:0144:0268:trace:seh:call_vectored_handlers calling handler at 0000000145374FC8 code=c000001d flags=0
190387.172:0144:0268:trace:seh:call_vectored_handlers handler at 0000000145374FC8 returned ffffffff
190387.172:0144:0268:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d.
190387.172:0144:01a8:trace:seh:sigsys_handler SIGSYS, rax 0xf, rip 0xe2068a.
190387.172:0144:0268:trace:seh:dispatch_exception code=c000001d (EXCEPTION_ILLEGAL_INSTRUCTION) flags=0 addr=00000001415B1C70
190387.172:0144:0268:trace:seh:dispatch_exception rip=00000001415b1c70 rsp=0000000017a1dbd8 rbp=0000000017a1dd11 eflags=00010202
190387.172:0144:0268:trace:seh:dispatch_exception rax=0000000017a1dc20 rbx=0000000307ed2520 rcx=00000003082c9180 rdx=0000000017a1dc40
190387.172:0144:0268:trace:seh:dispatch_exception rsi=0000000017a1df10 rdi=0000000307ed23d0 r8=0000000000000010 r9=0000000017a1dc30
190387.172:0144:01a8:trace:seh:sigsys_handler SIGSYS, rax 0xf, rip 0xe2068a.
190387.172:0144:0268:trace:seh:dispatch_exception r10=00006ffffc8e0000 r11=00006ffffc8fe721 r12=0000000000000020 r13=0000000307ed9000
190387.172:0144:0268:trace:seh:dispatch_exception r14=00000003082c80b0 r15=0000000000000000 mxcsr=00001faa cs=0033 ss=002b
190387.172:0144:0268:trace:seh:call_vectored_handlers calling handler at 0000000145374FC8 code=c000001d flags=0
190387.172:0144:0268:trace:seh:call_vectored_handlers handler at 0000000145374FC8 returned ffffffff
190387.172:0144:01a8:trace:seh:sigsys_handler SIGSYS, rax 0x55, rip 0xe2068a.
190387.172:0144:0268:warn:seh:dispatch_exception backtrace: --- Exception 0xc000001d.
190387.172:0144:0268:trace:seh:dispatch_exception code=c000001d (EXCEPTION_ILLEGAL_INSTRUCTION) flags=0 addr=00000001415B1D6C
190387.172:0144:0268:trace:seh:dispatch_exception rip=00000001415b1d6c rsp=0000000017a1dbd8 rbp=0000000017a1dd11 eflags=00010206
190387.172:0144:0268:trace:seh:dispatch_exception rax=0000000017a1dc40 rbx=0000000307ed2520 rcx=0000000000de3028 rdx=0000000000000040
190387.172:0144:0268:trace:seh:dispatch_exception rsi=0000000017a1df10 rdi=0000000307ed23d0 r8=000000000000ffff r9=00000000000001f3
190387.172:0144:0268:trace:seh:dispatch_exception r10=000000014a8850e0 r11=0000000017a1dbc0 r12=0000000000000020 r13=0000000307ed9000
190387.172:0144:0268:trace:seh:dispatch_exception r14=00000003082c80b0 r15=0000000000000000 mxcsr=00001faa cs=0033 ss=002b
190387.172:0144:0268:trace:seh:call_vectored_handlers calling handler at 0000000145374FC8 code=c000001d flags=0
190387.172:0144:0268:trace:seh:call_vectored_handlers handler at 0000000145374FC8 returned ffffffff
I am already using low environment and texture settings.
Forza Horizon 6 – Microsoft authentication succeeds but Xbox profile initialization fails on Steam Deck
Issue transferred from https://github.com/ValveSoftware/Proton/issues/10000.
@Scrali posted on 2026-07-23T09:06:42:
Microsoft authentication completes successfully using the QR code sign-in.
After authentication, the game immediately displays:
"Sign In Required - You may not proceed without being signed in to a profile."
The Xbox profile is never loaded.
After signing in with Microsoft, the game should load my Xbox profile and synchronize my cloud save, exactly as it does on Windows.
Authentication succeeds, but profile initialization fails.
The authentication process appears to work correctly.
The failure occurs after successful Microsoft sign-in, when Forza Horizon 6 attempts to initialize the Xbox profile on SteamOS/Proton.
Since the exact same Steam account and Xbox account work correctly on Windows, this appears to be a SteamOS/Proton-specific issue rather than an account or licensing problem.
If needed, I can provide Proton logs and screenshots.
I can reproduce severe and frequent traversal stutter on a 256 GB Steam Deck LCD running the latest stable SteamOS and the latest Proton Experimental.
The issue is especially noticeable in Tokyo City. The stutters become more frequent and severe when driving at high speed, which makes it appear related to world or asset streaming rather than normal low framerate.
The game can otherwise maintain a reasonable average framerate, but the frametime spikes make driving feel very inconsistent. Repeatedly driving through the same areas does not appear to eliminate the stuttering completely.
I can provide a MangoHud frametime graph or a short recording from a reproducible route in Tokyo City if that would be useful.
Anyone else not really able to use online/multiplayer features (e.g. convoys, see players on the map instead of drivatars, online races)?
This has been happening to me for over week now on both my Steam Deck running SteamOS and desktop using Fedora Linux 44 KDE Edition.
Saw some other similar reports on Reddit and Steam, maybe it might be a Linux/Proton related issue?
So far I have tried different Proton versions, disabling/enabling crossplay, signing in/out my Microsoft account, but no luck. Online information in the game's settings seem to indicate everything is fine even though that's not the case.
I've still barely been able to play. I've managed to play a little while around launch, but the updates rapidly broke the game more and more. Now, no matter what either the game barely goes above 40 FPS with HEAVY unplayable stuttering, or outright doesn't launch.
I'm on Pop OS 22.02
GPU: intel i5-10400f
GPU: NVIDIA RTX 2080Ti (610.43 X11 proprietary)
RAM: 16GB (DDR4 2666MHz)
1TB M.2 SSD (ext4) with plenty of free space
No matter the settings (no RT, with and without DLSS/DLAA) the game stutters like crazy. I've tried multiple launch arguments from here and from ProtonDB, with Proton Cachy, GE, Hotfix, Experimental. I have a friend with a similar PC on Windows that can play with pretty good performance, which is extremely frustrating.
does it still stutter on AMD GPUs? particularly on 9000s series if that matters
Anyone else not really able to use online/multiplayer features (e.g. convoys, see players on the map instead of drivatars, online races)?
@NKkrisz Not sure how much this help you, but I had a similar problem where overall the connection to game servers seemed fine, I passed diagnostics, could view leaderboards download tunes and liveries, but newer saw any other players (couldn't enable Horizon Life) and couldn't purchase aftermarket cars (the game asked me to complete prologue first, which I did long before).
In my case it was related to using ipv6.disable=1 in my kernel cmdline, which completely deactivates IPv6 system-wide. Removing this option resolved my issues, and I could use all online features normally.
Which is a bit odd, because neither my ISP nor my home router support IPv6. This suggests the game doesn't actually need IPv6 connectivity, but gets confused when IPv6 support is completely missing.
This theory is lightly supported by the fact that one of the more common tips for fixing Forza Horizon 5 connectivity on Windows was installing Teredo daemons (an IPv6 tunneling technology). Apparently this game engine is sensitive to IPv6 availability.
Replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-5058190228
Update: I finally solved the issue
After several weeks of troubleshooting with Steam Support, Xbox Support, Forza Support, and testing many different solutions, I finally managed to fix the problem.
The error I was getting was:
"Sign In Required – You may not proceed without being signed in to a profile."
What finally worked
Forced the game to use Proton 11.
Launched the game in windowed mode, because in fullscreen I only had a black screen while the game audio was playing.
Started the game from Desktop Mode on the Steam Deck.
During the Microsoft sign-in process, I changed the sign-in method to use Microsoft Authenticator instead of the default authentication flow.
I completed the sign-in using the Steam Deck's web browser and approved the login with the Microsoft Authenticator app.
It didn't work on the first attempt—I had to repeat the sign-in process several times before it finally succeeded.
Eventually, the Xbox profile loaded correctly, and the game now works normally.
How I found this solution
The idea came to me while testing the sign-in process on my Windows laptop.
I noticed that the Microsoft sign-in interface on my laptop was different from the one displayed on the Steam Deck. I suspected that the authentication flow itself might be different.
I then tried to reproduce that same authentication flow on the Steam Deck by using the browser and Microsoft Authenticator instead of the default login process.
After a few attempts, it finally worked.
Conclusion
I can't say with certainty what the root cause was, but it appears that the issue was related to the Microsoft authentication flow rather than my Xbox account, Steam account, or cloud save.
Hopefully this helps anyone else experiencing the same issue on Steam Deck.
I'd also like to thank everyone who took the time to help me troubleshoot this problem, including the Steam, Xbox, and Forza support teams, as well as the Reddit and Proton communities. Your suggestions and feedback helped me narrow down the cause and eventually find a working solution. I hope this post helps someone else in the future.
does it still stutter on AMD GPUs? particularly on 9000s series if that matters
I think so, yes. I'm currently Proton-GE 11.3, I wanted to try wayland native and never bothered to switch back to upstream Proton. It's also a predictable traversal stutter, for example hotlapping in rivals mode, it always seems to spike at the same place. Feels like some data streaming stuff. I have a 9070XT, and normally around 100 fps.
Good News, at least for myself xD
RTX6000 + Nvidia 610.57 Drivers + latest https://github.com/CachyOS/proton-cachyos/releases (proton-cachyos-11.0-20260703-slr-x86_64_v3.tar.xz)
Everything Works, Raytracing and everything...
Everything on Ultra(Extreme) with Framegen (2x) @4k = ~120fps
So FPS is really great either.
No Special Starting arguments are required, i removed them all.
Latest Steam Beta + latest gamescope (self compiled etc), and all Updates on Steam etc...
It's the first time since i can even Play the Game and it finally works without any issues!
There are still some minor Bugs, but nothing gamebreaking:
-> After some time, the FPS drops, like there is some leak, after around 2h Gameplay it drops from 120fps to around 80...
-> Im not sure if its FrameGen or another setting, i think its related to Framegen, sometimes going into Pause Menu and back, lets the game somehow weirdly flickering/wiggle, but it fixes itself when entering and exiting the Pause menu again.
That's all, no other bugs.
Cheers
@Ramalama2 do you still get stutters when the textures quality is set to anything but low?
@Ramalama2 do you still get stutters when the textures quality is set to anything but low?
stutters are still there with 610.57.
either with low or extreme texture quality.
@Ramalama2 do you still get stutters when the textures quality is set to anything but low?
You mean like missing frames? no its buttery smooth, i think that i get constantly between 80-125fps, 99% of the time 120fps.
1% of the time, i think the lowest by "feeling" probably 80fps...
Just when the game runs for a longer time the fps drops, but its constantly buttery smooth.
With wiggling/flickering i mean -> the picture itself in the gameplay moves every frame around 3-4px into a random direction, its hard to describe. Its definitively not low fps or stutters. And it fixes itself ehen entering/exiting pause menu.
Cheers
Tried using the latest proton-cachy and no args like @Ramalama2 on 610.43 on PopOS but the game crashes before the intro cutscenes with error FHC20
Tried using the latest proton-cachy and no args like @Ramalama2 on 610.43 on PopOS but the game crashes before the intro cutscenes with error FHC20
610.43 crashed here too, but ingame for me. Try 610.57
Tried using the latest proton-cachy and no args like @Ramalama2 on 610.43 on PopOS but the game crashes before the intro cutscenes with error FHC20
610.43 crashed here too, but ingame for me. Try 610.57
I'll try as soon as I can. I'm on PopOS and they still don't have a 610.57 release. Could be a while until then, they tend to be very slow with their NVIDIA driver releases
RTX6000 + Nvidia 610.57 Drivers + latest https://github.com/CachyOS/proton-cachyos/releases (proton-cachyos-11.0-20260703-slr-x86_64_v3.tar.xz)
Everything Works, Raytracing and everything... Everything on Ultra(Extreme) with Framegen (2x) @4k = ~120fps So FPS is really great either.
Curious. Upgrading to 610.57 for me got rid of the startup crash, and yes, the game now doesn't crash at all with no startup options. But:
descriptor_heap3060Ti (8G VRAM), i5-12600KF, 32G RAM, loads from a modern SSD. X11, no gamescope (it makes things way worse).
It's playable, but behaves like there's a purely software bottleneck somewhere in my case 🤔
The only thing I haven't done after the latest driver update is wipe the prefix, because doing so wipes all your locally saved liveries etc.
UPD: I've bit the bullet and wiped the prefix after sharing all the stuff I cared about. Didn't change a thing. What did help is switching to Proton 11, the one Steam provides. The weird hitching is almost gone, and the game is almost entirely smooth outside of Tokyo.
UPD1: I've also noticed that Horizon 6, and it's the only game that does this, really doesn't like it if I have a youtube video running in the background. Stutters, FPS loss. Stop the video, the game becomes smooth. Never seen this before.
this is kinda out of topic but,
somebody said the problem is the linux kernel itself
https://www.reddit.com/r/linux_gaming/comments/1uh21xu/comment/ou4k9y9/?context=3
maybe we need some kernel patch for this https://lists.freedesktop.org/archives/amd-gfx/2026-May/145646.html
https://lore.kernel.org/lkml/?q=Explicit+sync+for+PRT+unmaps (for amd)
I'm on CachyOS, AMD 9800X3D & RTX 4080 (610.57.04) and mainly use the most recent proton-cachyos-slr. At some point the slowdowns/stutters were fixed, but they reappeared in a later proton-cachyos update.
I switched back to proton-cachyos-11.0-20260506-slr-x86_64_v3, which has been the most stable version for me so far (always running with PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=descriptor_heap in the launch options). Even with this version, though, I'd see FPS dip into the low 90s when spawning at my Garage (Soko 78) and driving left along the coast of the city.
Fix found: Yesterday I came across a mod on Nexus Mods that replaces the D3D12Core.dll shipped with FH6 (an older DirectX 12 Agility SDK build) with a more recent one. After swapping the file in the game folder, the same route now runs at a rock-solid 120 FPS with no dips — tested repeatedly across different in-game weather conditions and times of day. Occasionally it dips to ~105–110 while driving elsewhere with heavy traffic and weather, but this happens far less often than with the old DLL.
For Confirmation: I reverted to the original D3D12Core.dll, and immediately after turning left out of the Garage in the same location/weather/time, FPS dropped back to 95–110.
I'm not sure if I'm allowed to link the mod directly, but it can be found by searching "DirectX 12 Agility SDK For Forza Horizon 6" on Nexus Mods.
Still trying to make it work on my 2080 Ti. I've changed to CachyOS and 610.57.04 driver, but still nothing. Tried Proton 11, Experimental, proton-cachyos-11.0-20260703-slr-x86_64_v3, and nothing. With and without launch options. It either doesn't launch, or freezes at the startup video.
Reinstalled the game and deleted the intro videos. Now it at least opens and allows me to play with Proton CachyOS 11 20260703 (native) and no arguments. Hitches seem much less present if Environment Quality settings are low, and overall hitching is much better, but there are texture and geometry flickering. Still playable, but slightly annoying for a AAA game...
Last hurdle is the TERRIBLE performance. Although it's playable, on my i5-10400f + 16 GB (2666 MHz) RAM + RTX 2080 Ti it barely scrapes over 30 FPS both on medium and high. Sometimes it spikes to 40-ish, but it's usually around low 30's and even mid to high 20's.
I'll play around with the arguments, but it's still quite sad that performance is so bad, considering a friend with a similar system and slightly worse GPU gets great performance on Windows.
replying to https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-5231571694
GODS! Thank you SO MUCH! For sharing this dll swap/upgrade
It does not improve performance for me (I'd say it's likely doing the opposite and hurting it to be somewhat inline with the experience I had at launch, which is still acceptable to me). The one thing it does though is... there have been API fixes to GPU synchronization. I no longer experience missing textures, neon texture artifacts or normal map fuckery. It's just as pristine as it was on launch.
That safer GPU synchronization might be what's causing the reduced performance but that's a tradeoff I'm willing to make for a game without jarring texture bugs.
EDIT : Update on that... The texture issues still happen just less often I guess. So that's not a complete fix. Performance seems to be actually inline with what it was before, so i don't know why it was slower the other time i played. I'm just done doing the weeklies so I played long enough to see it happen.
replying to [#9789 (comment)](https://github.com/ValveSoftware/Proton/issues/9789#issuecomment-5231571694)
If you don't trust some random uploader on nexus (which is reasonable), you can grab the new dll from the actual DirectX 12 Agility SDK. You don't have to install anything to just rip the .dll out.
It does, in fact, seem to help.
From what I can tell, because I'm testing again... I've been running vm_update_mode=3 for a while due to driver bugs in older kernel versions which caused Minecraft to crash with shaders otherwise. I tried without that option and I get lots of hitching. So, that option definitely helps but, on my system, it also causes issues with the texture streaming which I can't reason for why/when they happen.
EDIT : Forget that, Mesa 26.1.7 introduces the problem causing the hitching because I've just experimented with a couple different options and it still hitches. I think I'll make a local build of a newer release in the mean time to use with anything that is having problems with the new release.
EDIT 2 : PROTON_LOG was set which was the actual reason for the severity of the hitching as it outputs GBs of data in a few minutes. With vm_update_mode at default -1 value, it's still hitching and slowing down but that is actually mitigated with a 60fps in-game lock and tweaks to environment quality, like previously reported. So I guess I have the choice between graphical issues with high performance or lower performance without graphical issues. Since I simply intend to no longer run with mode 3 unless more games need it, I think I'll go for the performance tradeoff which removes graphical issues from the equation.
UPD1: I've also noticed that Horizon 6, and it's the only game that does this, really doesn't like it if I have a youtube video running in the background. Stutters, FPS loss. Stop the video, the game becomes smooth. Never seen this before.
Few questions:
Are you using the nvidia-vaapi-driver?
Are you doing youtube playback on browser or streaming via video player?
The reason I asked this is because as far as I know NVIDIA does not officially support VAAPI and all the solutions that do GPU accelerated video decoding in Linux on NVIDIA GPUs use CUDA (instead of the video decoder engine) which may cause slowdowns in graphics processing.
Few questions: Are you using the nvidia-vaapi-driver? Are you doing youtube playback on browser or streaming via video player?
Nope, stock upstream proprietary driver. It behaves like this when played the browser specifically. But that conversation is probably beyond the scope of the thread, I was just surprised that it seemingly affects Horizon 6 and nothing else.
proton experimentalx45 2026-07proton hotfixx25 2026-06ge-proton10-34x6 2026-05proton10.0-4x1 2026-05proton 10.0-4x4 2026-05proton 11.0x1 2026-05PROTON_LOGx1 2026-08PROTON_VKD3D_HEAP=1x42 2026-08VKD3D_CONFIG=descriptor_heapx10 2026-08VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasingx12 2026-07DXVK_ASYNC=1`x2 2026-07RADV_DEBUGx1 2026-07VKD3D_CONFIG=enable_experimental_features,descriptor_heap,skip_application_workaroundsx1 2026-06VKD3D_CONFIG=enable_experimental_features,descriptor_heapx17 2026-06VKD3D_CONFIG=descriptor_heap,skip_application_workaroundsx7 2026-06VKD3D_FRAME_RATE=72x3 2026-06VKD3D_FRAME_RATE=120x5 2026-06VKD3D_CONFIG=descriptor_heap,skip_application_workarounds`x7 2026-06VKD3D_CONFIG=descriptor_heap,**skip_application_workarounds**x1 2026-06VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing`x1 2026-06VKD3D_DISABLE_EXTENSIONS=VK_EXT_present_timing`.x1 2026-06VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing PROTON_VKD3D_HEAP=1 %command%x1 2026-07VKD3D_CONFIG=skip_application_workarounds,descriptor_heap,avoid_image_buffer_aliasing %command%x9 2026-06PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap,skip_application_workarounds %command%x1 2026-06PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%x5 2026-06VKD3D_CONFIG=descriptor_heap,skip_application_workarounds VKD3D_FRAME_RATE=72 gamescope -W 2560 -H 1440 -r 72 -- %command%x2 2026-06VKD3D_FRAME_RATE=72 gamescope -W 2560 -H 1440 -r 72 -- %command%x1 2026-06VKD3D_CONFIG=descriptor_heap,skip_application_workarounds %command%x2 2026-06VKD3D_CONFIG=descriptor_heap,skip_application_workarounds VKD3D_FRAME_RATE=120 gamescope -W 3840 -H 2160 -r 120 --mangoapp --force-grab-cursor -f -- %command%x1 2026-06VKD3D_CONFIG=descriptor_heap,skip_application_workarounds gamescope -W 1920 -H 1080 -r 60 --force-grab-cursor -f %command%x2 2026-06VKD3D_CONFIG=descriptor_heap VKD3D_FRAME_RATE=120 gamescope -W 1920 -H 1080 -r 120 --adaptive-sync --hdr-enabled --mangoapp --force-grab-cursor --rt -f %command%x1 2026-06VKD3D_CONFIG=descriptor_heap VKD3D_FRAME_RATE=120 gamescope -W 3840 -H 2160 -r 120 --adaptive-sync --hdr-enabled --mangoapp --force-grab-cursor --rt -f %command%x1 2026-06VKD3D_CONFIG=descriptor_heap VKD3D_FRAME_RATE=120 gamescope -W 3840 -H 2160 -r 120 --adaptive-sync --hdr-enabled --mangoapp --force-grab-cursor --rt -f -- %command%x1 2026-06PROTON_VKD3D_HEAP=1 VKD3D_CONFIG=enable_experimental_features,descriptor_heap gamescope -W 3440 -H 1440 -w 3440 -h 1440 -r 175 -f --force-grab-cursor -- %command%x1 2026-06RADV_EXPERIMENTAL=heap MESA_SHADER_CACHE_MAX_SIZE=10G radv_wait_for_vm_map_updates=true %command%x1 2026-06VKD3D_CONFIG=enable_experimental_features,descriptor_heap %command%x1 2026-06d3d12core.dllx2 2026-08xinput1_3.dllx1 2026-05xinput1_4.dllx1 2026-05d3d12.dllx1 2026-050xc000001dx4 2026-07
Compatibility Report
System Information
I confirm:
Game spams the log file when using "PROTON_LOG=1" and gets to big to be uploaded. (6GB raw, 200mb archived) If there is an alternative where I can upload it I will gladly do so.
EDIT: Managed to get a Proton log that is small enough to upload here. This is only logging during the splash screen when launching the game. Everything else gets to big to quick. It seems to be spamming the same stuff over and over.
steam-2483190 (3).zip
Symptoms
Reproduction