Does it work with DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = True" or False, respectively, and are there any validation errors? Is there a way to get an IB dump to verify that the hang actually happens inside a shader, rather than some unrelated command?
It's certainly very strange because while the commit interacts with pipeline types, it doesn't really change the way they are bound or compiled under the hood, and since the game is (hopefully) 64-bit I don't see us ever destroying any pipelines either.
If it's the secondary command buffer thing then I guess that would be something to look at, but there's no option to opt-out of that currently.
It's also weird that this is supposedly Wayland-specific so there's a good chance that the bisect is a red herring, none of the code interacts with WSI directly.
It hangs with DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = True" and doesn't hang with that set to False.
There are some validation errors and some additional ones when I tested in Experimental and newer. I got one from the bisected commit, the one before that (looks similar) and current master (there are some threading errors there).
Hm, nothing of interest in those logs, at least not related to this issue. If this was a case of a pipeline being destroyed while in use (even though we never do that?) I would espect VVL errors mentioning that. Validation for pipeline layout compatibility is spotty, but that doesn't explain why the code is all v_invalid, and I also don't really see why that would break in a specific game on a specific GPU and not everywhere all the time, especially given that Nvidia is much more allergic to problems in that department.
No idea what to do here, this makes no sense whatsoever.
Radeons timing out somehow is like snow for christmas.. have you tried opening an issue on their side too?
Should be fixed with https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40221
I landed the fix, it wil be backported to Mesa 26.0.2.
proton experimentalx1 2026-01DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = True"x2 2026-01RADV_DEBUG=hang`,x1 2026-01
I'm getting a very strange GPU timeout immediately after the character creation screen (after the intro and tutorial) in Where Winds Meet on RX 9070. It doesn't hang with the DX12 renderer (DX11 is default in the Steam launch dialog). I tested X11 without a hang there, so it seems to only happen on Wayland.
It worked with Mesa 25.0.0, so I bisected it to the version bump to 25.0.2 (06631a88). If I change the version number in the VERSION file to 25.0.1, it also doesn't hang (I tested that with 7abe0363).
It also worked with DXVK 2.1, so I bisected that to https://github.com/doitsujin/dxvk/commit/b919dccf69446438168b0445668dfe70bb8e07bf.
Software information
Where Winds Meet, default settings (ultra preset). Save files seem to be server-side in this game, so I couldn't find a save file to share.
System information
Log files
It also hangs with
RADV_DEBUG=hang, but that just results in an empty dump folder. I got some wave dumps manually, but they only containv_illegalinstructions. Where_Winds_Meet_manual_UMR_dumps_RX9070.zip