Log from a failing run is attached.
I really don't think this is our bug, but I guess we can slap dxvk.hideIntegratedGraphics=True on it by default.
Game works fine on my RX 6900XT + RTX 4070 combo fwiw, so I don't really see any reason why it wouldn't run on multi-GPU configs in general.
My iGPU only seems to have 512MB of addressable memory (default mobo configuration?). It is possible that it's not enough to allocate and the game just crashes. Atelier PC ports are slop, so I wouldn't be surprised if it just picks the first Vulkan device and dies. Would it help if I increased addressible CPU VRAM and see what happens?
Does the game work if you set the device filter to RAPHAEL_MENDOCINO?
If so, it is possible that this is an issue with the way we report monitors connected to each GPU and that the game simply cannot work on systems that have integrated graphics that aren't connected to any display; this is especailly problematic because the game uses both D3D11 and D3D9 and tries to match devices.
I don't think we're entirely consistent between the two APIs or with unrelated win32 APIs, but it is very difficult to figure out how these things are supposed to work on Windows in the first place.
The game does get to the title screen (which it did not do before) when I apply the RAPHAEL_MENDOCINO filter. As expected, it runs like absolute garbage.
Yes, it works. And thanks for the information about D3D9. I originally tagged it as D3D9 because I saw it in the log but had to do a double take.
I can try on Windows, if you would like to see what happens.
I am running a 7900xtx + Ryzen 7950x iGPU (looking at your log it is the same) combo but am not having any issues starting the game. It starts fine on my dGPU without a filter. This is both monitor connected to dGPU or to iGPU
I am running a 7900xtx + Ryzen 7950x iGPU (looking at your log it is the same) combo but am not having any issues starting the game. It starts fine on my dGPU without a filter. This is both monitor connected to dGPU or to iGPU
I don't have my iGPU connected to anything, to be clear.
I figured I would check some of the other Atelier games I have just in case:
I don't own any others, so I can't check them. Maybe some engine change from Ryza 2 onwards.
Yeah don't really know what's going on here, seems to be extremley setup-specific so until we actually figure out a way to replicate this issue I'd recommend just keeping a device filter on or using the hideIntegratedGraphics option I mentioned earlier.
I can play the games perfectly fine, so I am happy to continue to add that filter. However, I figured I would report so that at minimum it comes up in a search engine when someone searches "sophie 2 crashing". Feel free to close this if you don't have a good way to action it right or whatever. :) Thanks for taking the time to look.
proton experimentalx1 2025-03DXVK_FILTER_DEVICE_NAME=GFX1201`x1 2025-03
Software information
Atelier Sophie 2
System information
The log is filled with this. The fix to get it to launch is to simply hide the iGPU from the game, adding the launch argument
DXVK_FILTER_DEVICE_NAME=GFX1201seems to work (not sure if this is brittle, looks like the actual device name is not showing up -- running mesa-git which is unclear if it's complete or not; without bleeding edge Mesa most games won't even boot)Apitrace file(s)
Looks like a filtering problem, I can capture one after if needed.
Log files
Attached below.
Thanks for taking a look. If I should move this to Proton, let me know. It's not clear on which side this should be fixed.