Try lowering graphics settings, it very much sounds like the game is running out of VRAM.
Well it is the Unreal Engine 4.25.4 Editor. Not only I don't have access to any graphics settings, it crashes before opening and even the "crash reporter" can't render its UI as well.
If it helps, I see the following line being repeated when launching with vanilla Wine 9.0 (WineD3D):
030c:fixme:dxgi:d3d11_swapchain_present Unimplemented flags 0x200.
Tried several things this morning:
prime-run and those crashed too. With errors regarding "Not enough memory available" (BadAlloc).At this point, it seems that NVIDIA driver 550.54 is the culprit on X11. Found that there are reports about it on reddit. Right now I'm downgrading the driver and will try again.
Confirmed: Downgrading to 535.171.04-1 (via nvidia-535xx-dkms) and abandoning nvidia-xrun-pm and using optimus-manager-git solved all of my problems. DXVK is running fine now (with better performance compared to Vulkan RHI, which takes a very long time for compiling shaders).
First try:
Second try:
Third try:
ue4-crash-log.txtFourth try:
Fifth try:
Software information
OHDcore Mod Kit (Operation Harsh Doorstop Mod kit, simply Unreal Engine 4.25.4 Editor with a bundled project)
System information
VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/nvidia_icd.jsonApitrace file(s)
Couldn't get apitrace to work with native Wine and Wine-GE-latest with WineD3D forced. But when I'm trying to run it with DXVK enabled or WineD3D crashes, apitrace works and there is a trace file. I need some help with this.
Nonetheless, those files are attached as they may be helpful.
Log files
wine.logandue4-crash-logare from my third try, DXVK v2.3 and Wine-GE-Latest.wine-staging-wined3d.logis from my fourth try.wine.log
ue4-crash-log.txt
UE4Editor.trace.xz
CrashReportClientEditor.trace.xz
wine-staging-wined3d.log