protonscr

Bionic Commando 2009 frequent crashing

dxvkclosed d3d932-bitwindows
doitsujin/dxvk#5605 · opened 2026-04-28 by TechieSaru · updated 2026-06-16 · 6 comments · github
TTechieSaru 2026-04-28 github

Running the game with dxvk will result in crashing typically when an area or rendered cutscene loads and sometimes just after gameplay starts. Notably, setting "dxvk.enableGraphicsPipelineLibrary = False" helps a bit with the crashing, but the game still crashes a lot reguardless. Also, the game is already large address aware.

The easiest way I've found to reproduce this is to clear the game's shader cache.

Software information

Bionic Commando 2009 (Steam), 1920x1080@60hz (Windowed)

System information

  • GPU: NVIDIA GeForce RTX 4050 Laptop GPU
  • Driver: 596.21
  • Wine version: N/A
  • DXVK version: 2.7.1

Apitrace file(s)

https://mega.nz/file/o1cBWYhb#w1U9pJGKmAJePgRc3Fi1kpteH_zAPwKhn1A3dj7OZ_w

Log files

Log.zip

BBlisto91 2026-04-28 github

Need the d3d9 .log file. The attached one is the config file.

TTechieSaru 2026-04-28 github

My bad! I thought I compressed the log.

log.zip

TTechieSaru 2026-04-29 github

The crashing unfortunately doesn't reproduce in an apitrace. Something to note is that disabling the DXGI swapchain through NVIDIA Profile Inspector allows the game to run fine.

TTechieSaru 2026-05-05 github

I apologize for continuing to post like this, but I made a major discovery. It turns out going into NVCP and setting PhysX to use the CPU instead of the NVIDIA GPU actually works around the issue.

KK0bin maintainer 2026-05-05 github

That's very odd, as far as I know, PhysX doesn't directly interact with D3D9 (no matter if it's the Nvidia Windows driver or DXVK).
It runs its physics simulations on the GPU using CUDA, then reads the results back to the CPU and renders the moved objects like any other.

TTechieSaru 2026-05-05 github

Apparently I screwed something up on my end while I was experimenting because the game does indeed crash regardless of how PhysX is set. The only relevant thing I can note is that it's dependant of whether or not the DXGI Swapchain is in use.

Nothing extracted yet.