protonscr

I can't Launch Guild Wars 2 with DXVK

dxvkclosed windowsnot a bug
doitsujin/dxvk#5410 · opened 2025-12-29 by Oxilon-Omnius · updated 2026-06-19 · 5 comments · github
2 matching comments, n / p to jump
OOxilon-Omnius 2025-12-29 github

Guild Wars 2 launcher stuck after December 2025 update when using DXVK
Description:
After the latest Guild Wars 2 update (December 2025), the game launcher no longer works with DXVK. The launcher window opens but gets stuck and does not proceed to start the game. Running the game with native DirectX works normally, so the issue seems related to DXVK compatibility.

"As I had always done, I copied the files + into the root folder of the game and that was it. The game used to start and everything worked fine. This method was the one I always used since with AMD Radeon cards it worked right away. But currently it does not."

Expected Behavior:
The launcher should start normally and allow login when DXVK is enabled.
Actual Behavior:
The launcher gets stuck and does not load past the initial window.
Environment:
• OS: Windows 11 Home
• GPU: AMD RX 7800 XT
• CPU: AMD Ryzen 7 5700X3D
• DXVK version: 2.6.2 / 2.7 / 2.7.1 (tested)
• Game: Guild Wars 2 (December 2025 update)
Notes:
• The issue only occurs with DXVK enabled.
• Disabling DXVK or running with native DirectX allows the game to start normally.
• "This error occurred when Visions of Eternity, the latest expansion of the game, was released."

If you use Windows, please check the following page: https://github.com/doitsujin/dxvk/wiki/Windows

Software information

Name of the game, settings used etc. If using mods or addons, list them aswell.

System information

  • GPU: Radeon RX 7800 XT
  • Driver: 25.12.1
  • Wine version:
  • DXVK version: 2.6, 2.6.2, 2.7.1

Apitrace file(s)

  • Put a link here

For instructions on how to use apitrace, see: https://github.com/doitsujin/dxvk/wiki/Using-Apitrace

Log files

Please attach Proton or Wine logs as a text file:

  • When using Proton, set the Steam launch options for your game to PROTON_LOG=1 %command% and attach the corresponding steam-xxxxx.log file in your home directory.
  • When using regular Wine, use wine game.exe > game.log 2>&1 and attach the resulting game.log file.
  • On Windows, log files will usually appear next to the games exe or in its base folder.
Ssimsekb 2025-12-29 github

Same problem, another game

KK0bin maintainer 2025-12-29 github

You didn't provide the log file so all I can do is guess.

The problem is most likely either Windows or AMDs Windows Vulkan driver.

Ddjsolarix 2026-01-19 github

Found the Solution*

Nvidia App decided to turn on the Overlay, turning it off allowed the files to load and the game runs in vulkan again.

  • Same just happened to me. Game has been working fine last months with the last dxvk build. Last game patch was Jan 13. No driver updates or windows updates since. Win11 25h2 rtx5080. Working fine yesterday, played a few hours. No files touched. Game works fine once "dxgi.dll" and "d3d11.dll" are removed from their respected folders.
  • "Gw2-64_d3d11.log"
  • warn: D3D11InternalCreateDevice: Adapter is not a DXVK adapter
  • info: Game: Gw2-64.exe
  • info: DXVK: v2.7.1
  • info: Build: x86_64 gcc 15.1.0
  • info: Vulkan: Found vkGetInstanceProcAddr in vulkan-1.dll @ 0x7ffed3d3ef20
  • info: Extension providers:
  • info: Platform WSI
  • info: OpenVR
  • info: OpenVR: could not open registry key, status 2
  • info: OpenVR: Failed to locate module
  • info: OpenXR
  • info: Enabled instance extensions:
  • info: VK_EXT_surface_maintenance1
  • info: VK_KHR_get_surface_capabilities2
  • info: VK_KHR_surface
  • info: VK_KHR_win32_surface
  • info: Found device: NVIDIA GeForce RTX 5080 (NVIDIA 591.74.0)
  • info: D3D11InternalCreateDevice: Maximum supported feature level: D3D_FEATURE_LEVEL_12_1
  • info: D3D11InternalCreateDevice: Using feature level D3D_FEATURE_LEVEL_12_1
  • info: Creating device:
  • info: NVIDIA GeForce RTX 5080:
  • info: Driver : NVIDIA 591.74.0
  • info: Queues:
  • info: Graphics : (0, 0)
  • info: Transfer : (1, 0)
  • info: Sparse : (0, 0)
  • info: Memory:
  • info: Heap 0: 15.60 GiB (DEVICE_LOCAL)
  • info: Budget: 14.85 GiB
  • info: Type 1: DEVICE_LOCAL
  • info: Type 4: DEVICE_LOCAL | HOST_VISIBLE | HOST_COHERENT
  • info: Heap 1: 15.80 GiB
  • info: Budget: 15.5 GiB
  • info: Type 0: (None)
  • info: Type 2: HOST_VISIBLE | HOST_COHERENT
  • info: Type 3: HOST_VISIBLE | HOST_COHERENT | HOST_CACHED
  • info: Enabled extensions:
  • info: VK_EXT_attachment_feedback_loop_layout
  • info: VK_EXT_conservative_rasterization
  • info: VK_EXT_custom_border_color
  • info: VK_EXT_depth_clip_enable
  • info: VK_EXT_depth_bias_control
  • info: VK_EXT_descriptor_buffer
  • info: VK_EXT_extended_dynamic_state3
  • info: VK_EXT_fragment_shader_interlock
  • info: VK_EXT_full_screen_exclusive
  • info: VK_EXT_graphics_pipeline_library
  • info: VK_EXT_hdr_metadata
  • info: VK_EXT_line_rasterization
  • info: VK_EXT_memory_priority
  • info: VK_EXT_multi_draw
  • info: VK_EXT_non_seamless_cube_map
  • info: VK_EXT_pageable_device_local_memory
  • info: VK_EXT_robustness2
  • info: VK_EXT_shader_module_identifier
  • info: VK_EXT_swapchain_maintenance1
  • info: VK_EXT_transform_feedback
  • info: VK_EXT_vertex_attribute_divisor
  • info: VK_KHR_external_memory_win32
  • info: VK_KHR_external_semaphore_win32
  • info: VK_KHR_load_store_op_none
  • info: VK_KHR_maintenance5
  • info: VK_KHR_maintenance6
  • info: VK_KHR_maintenance7
  • info: VK_KHR_pipeline_library
  • info: VK_KHR_present_id
  • info: VK_KHR_present_wait
  • info: VK_KHR_swapchain
  • info: VK_KHR_swapchain_mutable_format
  • info: VK_KHR_win32_keyed_mutex
  • info: VK_NV_low_latency2
  • info: VK_NV_raw_access_chains
  • info: VK_NVX_binary_import
  • info: VK_NVX_image_view_handle
  • info: Enabled features:
  • info: depthBiasClamp : 1
  • info: depthBounds : 1
  • info: depthClamp : 1
  • info: drawIndirectFirstInstance : 1
  • info: dualSrcBlend : 1
  • info: fillModeNonSolid : 1
  • info: fragmentStoresAndAtomics : 1
  • info: fullDrawIndexUint32 : 1
  • info: geometryShader : 1
  • info: imageCubeArray : 1
  • info: independentBlend : 1
  • info: logicOp : 1
  • info: multiDrawIndirect : 1
  • info: multiViewport : 1
  • info: occlusionQueryPrecise : 1
  • info: pipelineStatisticsQuery : 1
  • info: robustBufferAccess : 1
  • info: sampleRateShading : 1
  • info: samplerAnisotropy : 1
  • info: shaderClipDistance : 1
  • info: shaderCullDistance : 1
  • info: shaderFloat64 : 1
  • info: shaderImageGatherExtended : 1
  • info: shaderInt16 : 1
  • info: shaderInt64 : 1
  • info: shaderSampledImageArrayDynamicIndexing : 1
  • info: sparseBinding : 1
  • info: sparseResidencyBuffer : 1
  • info: sparseResidencyImage2D : 1
  • info: sparseResidencyImage3D : 1
  • info: sparseResidency2Samples : 1
  • info: sparseResidency4Samples : 1
  • info: sparseResidency8Samples : 1
  • info: sparseResidency16Samples : 1
  • info: sparseResidencyAliased : 1
  • info: shaderResourceResidency : 1
  • info: shaderResourceMinLod : 1
  • info: tessellationShader : 1
  • info: textureCompressionBC : 1
  • info: variableMultisampleRate : 1
  • info: vertexPipelineStoresAndAtomics : 1
  • info: wideLines : 1
  • info: shaderDrawParameters : 1
  • info: storagePushConstant16 : 1
  • info: bufferDeviceAddress : 1
  • info: descriptorIndexing : 1
  • info: descriptorBindingSampledImageUpdateAfterBind : 1
  • info: descriptorBindingUpdateUnusedWhilePending : 1
  • info: descriptorBindingPartiallyBound : 1
  • info: drawIndirectCount : 1
  • info: hostQueryReset : 1
  • info: runtimeDescriptorArray : 1
  • info: samplerFilterMinmax : 1
  • info: samplerMirrorClampToEdge : 1
  • info: shaderInt8 : 1
  • info: shaderOutputViewportIndex : 1
  • info: shaderOutputLayer : 1
  • info: timelineSemaphore : 1
  • info: uniformBufferStandardLayout : 1
  • info: vulkanMemoryModel : 1
  • info: dynamicRendering : 1
  • info: maintenance4 : 1
  • info: robustImageAccess : 0
  • info: pipelineCreationCacheControl : 1
  • info: shaderDemoteToHelperInvocation : 1
  • info: shaderZeroInitializeWorkgroupMemory : 1
  • info: synchronization2 : 1
  • info: VK_EXT_attachment_feedback_loop_layout:
  • info: attachmentFeedbackLoopLayout : 1
  • info: VK_EXT_conservative_rasterization:
  • info: extConservativeRasterization : 1
  • info: VK_EXT_custom_border_color:
  • info: customBorderColors : 1
  • info: customBorderColorWithoutFormat : 1
  • info: VK_EXT_depth_clip_enable:
  • info: depthClipEnable : 1
  • info: VK_EXT_depth_bias_control:
  • info: depthBiasControl : 1
  • info: leastRepresentableValueForceUnormRepresentation : 1
  • info: floatRepresentation : 0
  • info: depthBiasExact : 1
  • info: VK_EXT_descriptor_buffer:
  • info: descriptorBuffer : 1
  • info: VK_EXT_extended_dynamic_state3:
  • info: extendedDynamicState3AlphaToCoverageEnable : 1
  • info: extendedDynamicState3DepthClipEnable : 1
  • info: extendedDynamicState3RasterizationSamples : 1
  • info: extendedDynamicState3SampleMask : 1
  • info: extendedDynamicState3LineRasterizationMode : 1
  • info: VK_EXT_fragment_shader_interlock:
  • info: fragmentShaderSampleInterlock : 1
  • info: fragmentShaderPixelInterlock : 1
  • info: VK_EXT_full_screen_exclusive:
  • info: extFullScreenExclusive : 1
  • info: VK_EXT_graphics_pipeline_library:
  • info: graphicsPipelineLibrary : 1
  • info: VK_EXT_hdr_metadata:
  • info: extHdrMetadata : 1
  • info: VK_EXT_line_rasterization:
  • info: rectangularLines : 1
  • info: smoothLines : 1
  • info: VK_EXT_memory_budget:
  • info: extMemoryBudget : 1
  • info: VK_EXT_memory_priority:
  • info: memoryPriority : 1
  • info: VK_EXT_multi_draw:
  • info: multiDraw : 1
  • info: VK_EXT_non_seamless_cube_map:
  • info: nonSeamlessCubeMap : 1
  • info: VK_EXT_pageable_device_local_memory:
  • info: pageableDeviceLocalMemory : 1
  • info: VK_EXT_robustness2:
  • info: robustBufferAccess2 : 1
  • info: robustImageAccess2 : 1
  • info: nullDescriptor : 1
  • info: VK_EXT_shader_module_identifier:
  • info: shaderModuleIdentifier : 1
  • info: VK_EXT_shader_stencil_export:
  • info: extShaderStencilExport : 0
  • info: VK_EXT_swapchain_colorspace:
  • info: extSwapchainColorSpace : 0
  • info: VK_EXT_swapchain_maintenance1:
  • info: swapchainMaintenance1 : 1
  • info: VK_EXT_transform_feedback:
  • info: transformFeedback : 1
  • info: geometryStreams : 1
  • info: VK_EXT_vertex_attribute_divisor:
  • info: vertexAttributeInstanceRateDivisor : 1
  • info: vertexAttributeInstanceRateZeroDivisor : 1
  • info: VK_KHR_external_memory_win32:
  • info: khrExternalMemoryWin32 : 1
  • info: VK_KHR_external_semaphore_win32:
  • info: khrExternalSemaphoreWin32 : 1
  • info: VK_KHR_load_store_op_none:
  • info: khrLoadStoreOpNone : 1
  • info: VK_KHR_maintenance5:
  • info: maintenance5 : 1
  • info: VK_KHR_maintenance6:
  • info: maintenance6 : 1
  • info: VK_KHR_maintenance7:
  • info: maintenance7 : 1
  • info: VK_KHR_pipeline_library:
  • info: khrPipelineLibrary : 1
  • info: VK_KHR_present_id:
  • info: presentId : 1
  • info: VK_KHR_present_wait:
  • info: presentWait : 1
  • info: VK_KHR_swapchain:
  • info: khrSwapchain : 1
  • info: VK_KHR_swapchain_mutable_format:
  • info: khrSwapchainMutableFormat : 1
  • info: VK_KHR_win32_keyed_mutex:
  • info: khrWin32KeyedMutex : 1
  • info: VK_NV_descriptor_pool_overallocation:
  • info: descriptorPoolOverallocation : 0
  • info: VK_NV_low_latency2:
  • info: nvLowLatency2 : 1
  • info: VK_NV_raw_access_chains:
  • info: shaderRawAccessChains : 1
  • info: VK_NVX_binary_import:
  • info: nvxBinaryImport : 1
  • info: VK_NVX_image_view_handle:
  • info: nvxImageViewHandle : 1
  • info: Descriptor sizes (set alignment: 64)
  • info: Sampler : 4
  • info: Uniform buffer : 8
  • info: Storage buffer : 16
  • info: Uniform texel buffer : 16
  • info: Storage texel buffer : 16
  • info: Sampled image : 4
  • info: Storage image : 4
  • info: Memory type mask for sparse resources: 0x2
  • info: Memory type mask for buffer resources: 0x1f, usage: 0x219ff
  • info: Creating sampler descriptor heap (8 kB)
  • info: DXVK: Graphics pipeline libraries supported
  • info: Creating resource descriptor heap (8192 kB)
  • warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
  • warn: a7aa6116-9c8d-4bba-9083-b4d816b71b78
  • warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
  • warn: 189819f1-1db6-4b57-be54-1821339b85f7
  • warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
  • warn: b898d4fd-b5b3-4ffc-8694-0259864ffcf8
  • warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
  • warn: 9b7e4a00-342c-4106-a19f-4f2704f689f0
  • warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
  • warn: c4fec28f-7966-4e95-9f94-f431cb56c3b8
  • warn: D3D11DXGIDevice::QueryInterface: Unknown interface query
  • warn: ffffffff-1bbe-4d12-afbf-8fdf7e0a87c7
  • "Gw2-64_dxgi.log"
  • info: Game: Gw2-64.exe
  • info: DXVK: v2.7.1
  • info: Build: x86_64 gcc 15.1.0
  • info: Vulkan: Found vkGetInstanceProcAddr in vulkan-1.dll @ 0x7ffed3d3ef20
  • info: Extension providers:
  • info: Platform WSI
  • info: OpenVR
  • info: OpenVR: could not open registry key, status 2
  • info: OpenVR: Failed to locate module
  • info: OpenXR
  • info: Enabled instance extensions:
  • info: VK_EXT_surface_maintenance1
  • info: VK_KHR_get_surface_capabilities2
  • info: VK_KHR_surface
  • info: VK_KHR_win32_surface
  • info: Found device: NVIDIA GeForce RTX 5080 (NVIDIA 591.74.0)
  • info: DXGI: Hiding actual GPU, reporting:
  • info: vendor ID: 0x1002
  • info: device ID: 0x73df
  • info: DXGI: Hiding actual GPU, reporting:
  • info: vendor ID: 0x1002
  • info: device ID: 0x73df
KK0bin maintainer 2026-01-19 github

Yeah the logs in your comments show that it loaded the Windows dxgi.dll and DXVK d3d11.dll. That doesn't work. Lots of games insist on loading the dxgi.dll in C:\Windows\System32 and those usually simply do not work with DXVK on Windows.

MMungr3ss 2026-06-19 github

just in case anyone searchs and find this, if you find dxvk has stopped working on windows 10/11 you may have the "OpenCL™, OpenGL®, and Vulkan® Compatibility Pack" installed and it seems to stop dxvk from working with games. (at least dx11 games in my experience) overload (the descent like game) would not load but dx9 mode launched fine with dxvk.
so i removed the appx package and overload dxvk loads again.

i noticed it would load d3d and vulkan files from the d3d mapping layers folder from WindowsApps when the game tried launching and would just sit in taskmanager and not load normally. removing that app package loads the normal system vulkan drivers.

Launch options

DLLs