Do we know what the issue is exactly? I really don't want to waste even more time on the horrendous shitshow that is ENB, it does some really weird shit with shaders that we just cannot support, and it's a miracle that it doesn't just crash and burn on native drivers.
Edit: Looks like it's trying to read 128 graphics pipeline UAVs when in reality there are only 64 slots available. Great quality software. Truly amazing.
The author of ENB recently released a Linux version of 0.452. Basically he disabled an effect in the dll itself and asked a subject if the CTD in main menu is fixed. If not he disabled another thing and so on. All effects that resulted in a crash on Skyrim SE on Linux with DXVK. I guess he said something of Skylighting effects that are absent.
It is noticeable that in the Linux version only the d3d11.dll is required, whereas the Windows version also includes a d3dcompiler_46e.dll. I don't think I need to mention that it sounds completely crazy that disabling sky effects will fix the problem. I mean, why do I need them in the main menu or in other menus? However, the mentioned effect is only a guess. He does not play with open cards in this regard and is not otherwise willing to address the issue.
Is the trace file usable? I have another 2,5 GB trace, where I activated the Skill menu while UseEffect was true. It resulted in a crash as I pointed out, because it is one of these places.
If the trace file is usable, I could create another trace with the Linux version that don't cause a CTD in main menu if UseEffect is true?
The trace works, yes, and it shows one problem that can definitely cause crashes, gonna fix that and hope that it works.
Does https://github.com/doitsujin/dxvk/tree/range-checks fix the issue for you? (build here)
I am so happy to hear from you. I tested it out,
~/.steam/root/compatibilitytools.d/Proton-6.1-GE-1/dist/lib/wine/dxvk~/.steam/root/compatibilitytools.d/Proton-6.1-GE-1/dist/lib64/wine/dxvk./dxvk-range-checks/x32 and ./dxvk-range-checks/x64 and appropriate permissions 555.UseEffect=false and hit the key combination for the ENB GUI during the intro and entered main menu. In the main menu I activated the effects in ENB GUI and the game crashed.So far, nothing has changed in the fact that the game crashes in the aforementioned location. Furthermore, I also tested to open the map ingame, but again the same result. I uploaded a new trace file and logs. Thank you for your effort.
Yeah, no idea what to do then. The trace you attached replays perfectly fine on my end, not really sure how to debug this further, especially since the last API call in both traces succeeds.
This is very disappointing. I fired all logs onto that thing. Maybe there is something related to the issue? So, I load the game with UseEffect=false, activate the ENB GUI during the intro and activate the Effect when in main menu.
steam-489830.log
user_settings.py for proton
This issue applies to me somewhat except i cant even go to exterior places in skyrim without crashing. Im only able to be in interiors when i enable the UseEffect option on enb. All the menus in game give instant crash.
More information:
GPU: RTX 3080 10gb
CPU: AMD Ryzen 9 5900x
DXVK version: 1.8.1
SkyrimSE_d3d11.log
SkyrimSE_dxgi.log
Are you able to test this build? Moreover, could you create a trace?
../apitrace-10.0-win64/lib/wrappers I renamed the d3d11.dll to d3d11_trace.dll and copied d3d11_trace.dll, dxgi.dll and dxgitrace.dll to ../common/Skyrim Special Edition[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=d3d11_trace.dll
Ok im about to create a trace . was i supposed to try that build before i create a trace?
It would be nice to have both situations. One trace with the current release and your configuration and one with the new build of DXVK.
what do i copy and paste from the dxvk range checks ? thats what i got from the link.
Please feel free to either replace the DXVK dll's like I did, or by installing the package with ./setup_dxvk.sh install --with-d3d10 . For the latter, please make sure that you export the path to the prefix, before executing the sh. Otherwise .wine is the install location. So do export WINEPREFIX="/home/user/.steam/root/steamapps/compatdata/489830/pfx" or similar.
I mean, creating traces with different DXVK builds is probably not going to change anything since apitrace records D3D11 commands, which are usually unaffected by what DXVK is doing and that is definitely the case here.
So that means, that we have a CTD that is not able to be tracked by a trace? Or is it possible to trace it in another mean?
you'd need to trace on Windows, or with wined3d if that works.
Would you be so kind, to give an advice, how to do it. I have a second boot, but that is out of my knowledge.
Same as on Linux I guess? You'll have the same problems with ENB though which makes the whole thing a real pain in the arse to work with.
Coming back with bad and somewhat good news about using the trace files. Ok so the "new build" i downloaded wouldnt even let me start the game so i had to go back and get my original d3d11.ll file from my enb to even start the game. Once i was able to get into the game my framerate literally stayed on 1-2 fps. When loaded into the interior space it still was going at 1-2 fps. i was able to open the enb menu and turn on use effect without issue. The somewhat "good" news is when i went outside to the exterior i didnt crash at all but i still was going at 1-2 fps. Menus didnt crash at all either. Also is the trace files supposed to spit out some logs?
The trace is created in Windows by the following procedure:
../apitrace-10.0-win64/lib/wrappers I renamed the d3d11.dll to d3d11_trace.dll and copied d3d11_trace.dll, dxgi.dll and dxgitrace.dll to ../common/Skyrim Special Edition[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=d3d11_trace.dll
UseEffect=true in enbseries.iniSkyrimSE-win-d3d11.traceThe trace is created in Windows by the following procedure:
../common/Skyrim Special Edition and copy the content of /dxvk-range-checks/x64/ to that foldersetx /M APITRACE_FORCE_MODULE_PATH "C:\SteamLibrary\SteamApps\common\Skyrim Special Edition\DXVK"../common/Skyrim Special Edition with content:dxvk.hud = full,scale=.8I got 3 skyrim se trace files on my desktop that i didnt notice until now. It is 8gb for some reason. im uploading it to MEGA right now incase its needed her i guess.
Those are the trace files i got.
SkyrimSE.trace
I updated my post. If you have access to a windows machine, feel free to reproduce my steps. The trace file will be written to you Desktop. @doitsujin I hope that there are now better information in these tracing files. For the DXVK variant I used you provided build.
Hi and good evening @doitsujin and @ErikSteiner,
I'm new here and on github too and really don't want brake any Issue discussion rules, so sorry for my question.
Discovered the great work result of dxvk a bit and found Erik's Issue.
So the question is: Can i use Skyrim SE with the DLL's of dxvk together with the current version of ENB files?
Or in other words: How i have to combine the ENB files with the files from dxvk V1.8
From ENB & game side i have the files from Skyrim modlist Elysium from Wabbajack:
d3d11.dll - File Version: 0.454
d3dcompiler_46e.dll
d3dcompiler_47e.dll
d3dx9_42.dll
dxgi.dll - For Reshade File VErsion: 4.9.1.1003
skse64_1_5_97.dll
(If i'm using dxgi.dll and d3d11.dll from dxvk, the ENB is not working.)
Hardware: AMD Ryzen 5800X and RX 6800XT graphics card.
Maybe I'm running against a wall and the use case is generally not possible.
Thank you in advance for any tips, where I hopefully can continue.
Does https://github.com/doitsujin/dxvk/tree/range-checks fix the issue for you? (build here)
The problem is gone with this fix for me (latest enb).
@chumik6000: Could you add information to your environment? Do you run it under Linux (Kernel, Proton/Wine version, winetricks etc.) or under Windows (setup).
Windows 10, AMD RX 6900xt, latest AMD drivers.
Wondering if anyone has experienced this??:
-im in Skyrim, press shift + enter to open ENB.
-i had a cursor problem and typed “tm” into commands
-pressed shift+enter to exit enb
-now i am unable to use any ingame menus (tab, esc) i can press m for maps but it doesnt show anything on it
-i also dont have a compass/ui
i have tried typing “tm” to reverse it and the only thing that changes is i dont have a cursor on enb
@ErikSteiner Friendly ping. Are you still having this issue with latest dxvk, ENB & drivers?
I have been playing with it for a while and it seems stable to me. ENB 0.488, mesa 23.1, and Proton 8.0-2 (DXVK 2.1-4).
Winetricks d3dcompiler_47, d3dcompiler_43, and d3dx11_43.
mesa GPL was causing error messages so I disabled it with RADV_DEBUG=nogpl
What error messages
Assertion failed!
Program Z:\mnt\ssd\Steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe
File: ../src-wine/dlls/winevulkan/loader_thunks.c
Line: 2703
Expression: "!status"
7 of these identical popups come up on game launch with GPL enabled. Sorry, I'm not sure how to get a more detailed error message. I can actually still play the game with these popups up and it doesn't crash (though i haven't tested it very much).
Yeah that's probably ENB producing broken DXBC shaders again which we then translate into broken SPIR-V.
Not sure how much I really care at this point to be honest, just disable GPL as a workaround if that helps, you can do this with a DXVK config file as well by setting dxvk.enableGraphicsPipelineLibrary = False.
@ErikSteiner Friendly ping. Are you still having this issue with latest dxvk, ENB & drivers?
I was without a PC for a long time, so I'm just getting back to you. With the following parameters, Skyrim now works under Linux and ENB:
Software information
Skyrim Special Edition
ENB v0.493 (d3d11.dll, d3dcompiler_46e.dll)
Simply Cathedral 1.0
System information
GPU: NVIDIA GTX 1080 Ti
Driver: 530.41.03
Wine version: Proton-8.3-GE
DXVK version: 2.1
SteamTinkerLauncher:
I did not notice any difference between enabled and disabled dxvk_async. The ENB GUI could be opened at any time. However, I noticed that with night mode enabled in Gnome, Skyrim ends up in a black screen. Here only a restart helps, because apparently Xorg or something else crashes.
EDIT: I forgot to mention that in v0.452 I am unable to open the ENB GUI.
RX 6600 user here & using Proton-GE.
Didn't have to do any winetricks, winecfg & dxvk.conf tweaks.
When starting the game, ENB alters your enbseries.ini file (if its an old one) and adds a new entry called "EnableTerrainBlending=true". Set the value to false and you should be good then.
Also, delete the enbcache folder always whenever a change is made to the ENB files.
I recommend: https://www.nexusmods.com/skyrimspecialedition/mods/78124
It works really well, just gotta turn "EnableTerrainBlending=true" to false
Didn't have to do any winetricks, winecfg & dxvk.conf tweaks.
Are you sure, that you used the WrapperVersion?
Didn't have to do any winetricks, winecfg & dxvk.conf tweaks.
Are you sure, that you used the
WrapperVersion?
Yes, but maybe I didn't need to tweak because I'm using Proton-GE? Not sure. I don't know if it's connected, but no matter which ENB preset I'm using, it looks like Silent Hill (kinda foggy appearance colour-wise). Didn't try it on vanilla Skyrim yet though, modded the game first before I tried ENB.
Edit: Actually "The Vanilla ENB Two" works well with the modded game. Switched to that one now (but had to turn "EnableTerrainBlending=true" to false again).
Yeah that's probably ENB producing broken DXBC shaders again which we then translate into broken SPIR-V.
Not sure how much I really care at this point to be honest, just disable GPL as a workaround if that helps, you can do this with a DXVK config file as well by setting
dxvk.enableGraphicsPipelineLibrary = False.
This fixed the immediate crashing and I can play in indoors environments now, but the error reappears whenever I go outside. What could that mean?
This collection has some ENB mods & game fixes that might help, there is also a guide for setting up ENB for Skyrim in the description: https://next.nexusmods.com/skyrimspecialedition/collections/2bhk0y
No idea if this is still an issue, new shader compiler should be more robust against broken code, either way this original report won't really apply anymore given how much things have changed.
proton 8.3x1 2023-05proton 8.0-2x1 2023-05proton 6.1-ge-1x2 2021-04RADV_DEBUG=nogpl`x1 2023-05WINEPREFIX="/home/user/.steam/root/steamapps/compatdata/489830/pfx"x1 2021-04d3d11.dllx6 2023-05d3dcompiler_46e.dllx4 2023-05dxgi.dllx3 2021-05d3dcompiler_47e.dllx1 2021-05d3dx9_42.dllx1 2021-05skse64_1_5_97.dllx1 2021-05d3d11_trace.dllx2 2021-04dxgitrace.dllx2 2021-04
Unlike [#865](https://github.com/doitsujin/dxvk/issues/865) it is possible to use ENB v0.452. It is only required to set
UseEffect=falseinenbseries.ini. During the Bethesda Into one is able to press the key combination in order to show the ENB GUI. In the GUI you can changeUseEffecttotrue, however this is only possible if one is not in the following places:The following places are not affected by a game crash if ENB is enabled:
Creating a trace was a bit complicated, as the ENB uses its own
d3d11.dll. This resulted in an instant crash at game startup, so I used theProxyLibraryfeature of the ENB to load the trace-dll fromapitrace-10.0-win64/lib/wrappers. The traces have a size of 360 MB and 2,5 GB.Software information
System information
Apitrace file(s)
Log files
SkyrimSE_d3d11.log
SkyrimSE_dxgi.log