protonscr

Hard hang during shader compilation burst under load (D3D9), AMD RDNA2/Windows — reproducible across DXVK 2.7.1 / 3.0 / 3.0.2

dxvkopen needs apitraced3d9windows
doitsujin/dxvk#5842 · opened 2026-08-14 by sergeialex-pixel · updated 2026-08-24 · 4 comments · github
Ssergeialex-pixel 2026-08-14 github

dxvk-hang-report.md

(Blisto) Extracted and edited info from file above:

Summary

Aion Classic hangs completely (unresponsive, requires killing the process. Not a stutter that recovers) during moments of high on-screen character density (large-scale PvP with many simultaneously visible players). Confirmed identical behavior across three different DXVK releases with substantially different internal architectures. A native D3D9 control run (DXVK removed entirely) does not reproduce the hang under the same in-game conditions, which points at the D3D9 Vulkan translation layer rather than the game client or server.

Environment

  • GPU: AMD Radeon RX 6600 (RDNA2), 8 GB VRAM
  • OS: Windows 10
  • AMD driver: Reproduced on both Adrenalin 26.7.1 (proprietary driver 2.0.353) and a rollback to 26.2.2 — identical result on both
  • Game: Aion Classic (D3D9, CryEngine 1-derived engine). Note: this is a community-run "Classic" server client, not the current official NCSoft live client. Worth keeping in mind for reproduction, since the exact binary won't be publicly available, but the engine/API usage should be representative of other CryEngine 1 D3D9 titles.
  • DXVK versions tested, all reproduce the hang identically: 2.7.1, 3.0 (base), 3.0.2

Steps to reproduce

  1. Run the game via DXVK's d3d9.dll in fullscreen (borderless), 1920x1080.
  2. Play normally. Completely stable under ordinary conditions (open world, dungeons, small groups).
  3. Enter a large-scale PvP scenario where dozens of player characters (each with distinct gear/appearance, i.e. distinct shader/pipeline permutations) become visible in a short span of time.
  4. The client hangs completely. No crash dialog, no D3D9 device-lost recovery. The process must be killed via Task Manager.
BBlisto91 2026-08-14 github

Hi there.
In the future please fill out the asked info directly in the issue template so it is easier to get a overview at a glance.

If the problem area/scenario is relatively quick to get to then try to make a apitrace. Also attach a dxvk log

Ssergeialex-pixel 2026-08-14 github

Hi there. In the future please fill out the asked info directly in the issue template so it is easier to get a overview at a glance.

If the problem area/scenario is relatively quick to get to then try to make a apitrace. Also attach a dxvk log

(Blisto) Collapsed log output pasted as comment
info:  Game: aion.bin
info:  DXVK: v3.0
info:  Build: x86_64 gcc 16.1.0
info:  Found config file: C:\ACLAion Empire\classic\bin64\vulkan\dxvk.conf
info:  Effective configuration:
info:    dxvk.hud = compiler
info:    dxvk.enableMemoryDefrag = False
info:    d3d9.maxAvailableMemory = 6144
info:    dxvk.enableGraphicsPipelineLibrary = False
info:    d3d9.deferSurfaceCreation = False
info:    d3d9.maxFrameLatency = 1
info:  Vulkan: Found vkGetInstanceProcAddr in vulkan-1.dll @ 0x7ffdba80ebf0
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_KHR_get_surface_capabilities2
info:    VK_KHR_surface
info:    VK_KHR_win32_surface
info:  Found device: AMD Radeon RX 6600 (AMD proprietary driver 2.0.353)
info:  D3D9: VK_FORMAT_D24_UNORM_S8_UINT -> VK_FORMAT_D32_SFLOAT_S8_UINT
info:  Process set as DPI aware
info:  Creating device:
info:  AMD Radeon RX 6600:
info:    Driver   : AMD proprietary driver 2.0.353
info:  Queues:
info:    Graphics : (0, 0)
info:    Transfer : (2, 0)
info:    Sparse   : (0, 0)
info:  Memory:
info:    Heap 0: 7.73 GiB (DEVICE_LOCAL)
info:    Budget: 6.98 GiB
info:      Type  0: DEVICE_LOCAL
info:      Type  4: DEVICE_LOCAL | DEVICE_COHERENT | DEVICE_UNCACHED
info:      Type  8: DEVICE_LOCAL
info:      Type 12: DEVICE_LOCAL | DEVICE_COHERENT | DEVICE_UNCACHED
info:    Heap 1: 7.95 GiB
info:    Budget: 7.30 GiB
info:      Type  1: HOST_VISIBLE | HOST_COHERENT
info:      Type  3: HOST_VISIBLE | HOST_COHERENT | HOST_CACHED
info:      Type  5: HOST_VISIBLE | HOST_COHERENT | DEVICE_COHERENT | DEVICE_UNCACHED
info:      Type  7: HOST_VISIBLE | HOST_COHERENT | HOST_CACHED | DEVICE_COHERENT | DEVICE_UNCACHED
info:      Type  9: HOST_VISIBLE | HOST_COHERENT
info:      Type 11: HOST_VISIBLE | HOST_COHERENT | HOST_CACHED
info:      Type 13: HOST_VISIBLE | HOST_COHERENT | DEVICE_COHERENT | DEVICE_UNCACHED
info:      Type 15: HOST_VISIBLE | HOST_COHERENT | HOST_CACHED | DEVICE_COHERENT | DEVICE_UNCACHED
info:    Heap 2: 256 MiB (DEVICE_LOCAL)
info:    Budget: 231 MiB
info:      Type  2: DEVICE_LOCAL | HOST_VISIBLE | HOST_COHERENT
info:      Type  6: DEVICE_LOCAL | HOST_VISIBLE | HOST_COHERENT | DEVICE_COHERENT | DEVICE_UNCACHED
info:      Type 10: DEVICE_LOCAL | HOST_VISIBLE | HOST_COHERENT
info:      Type 14: DEVICE_LOCAL | HOST_VISIBLE | HOST_COHERENT | DEVICE_COHERENT | DEVICE_UNCACHED
info:  Enabled extensions:
info:    VK_EXT_attachment_feedback_loop_layout
info:    VK_EXT_border_color_swizzle
info:    VK_EXT_conservative_rasterization
info:    VK_EXT_custom_border_color
info:    VK_EXT_depth_clip_enable
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_memory_priority
info:    VK_EXT_non_seamless_cube_map
info:    VK_EXT_pageable_device_local_memory
info:    VK_EXT_robustness2
info:    VK_EXT_sample_locations
info:    VK_EXT_shader_module_identifier
info:    VK_EXT_shader_stencil_export
info:    VK_EXT_transform_feedback
info:    VK_EXT_vertex_attribute_divisor
info:    VK_KHR_dynamic_rendering_local_read
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_maintenance8
info:    VK_KHR_pipeline_library
info:    VK_KHR_shader_float_controls2
info:    VK_KHR_shader_subgroup_uniform_control_flow
info:    VK_KHR_swapchain
info:    VK_KHR_swapchain_mutable_format
info:    VK_KHR_win32_keyed_mutex
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:    largePoints                    : 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:    shaderUniformBufferArrayDynamicIndexing : 1
info:    shaderSampledImageArrayDynamicIndexing : 1
info:    shaderStorageBufferArrayDynamicIndexing : 1
info:    shaderStorageImageArrayDynamicIndexing : 1
info:    sparseBinding                  : 1
info:    sparseResidencyBuffer          : 1
info:    sparseResidencyImage2D         : 1
info:    sparseResidencyImage3D         : 1
info:    sparseResidency2Samples        : 0
info:    sparseResidency4Samples        : 0
info:    sparseResidency8Samples        : 0
info:    sparseResidency16Samples       : 0
info:    sparseResidencyAliased         : 1
info:    shaderResourceResidency        : 1
info:    shaderResourceMinLod           : 1
info:    tessellationShader             : 1
info:    textureCompressionBC           : 1
info:    variableMultisampleRate        : 1
info:    vertexPipelineStoresAndAtomics : 1
info:    wideLines                      : 0
info:    shaderDrawParameters           : 1
info:    storageBuffer16BitAccess       : 1
info:    storagePushConstant16          : 0
info:    bufferDeviceAddress            : 1
info:    descriptorIndexing             : 1
info:    storageBuffer8BitAccess        : 1
info:    storagePushConstant8           : 0
info:    shaderUniformTexelBufferArrayDynamicIndexing : 1
info:    shaderStorageTexelBufferArrayDynamicIndexing : 1
info:    shaderUniformBufferArrayNonUniformIndexing : 1
info:    shaderSampledImageArrayNonUniformIndexing : 1
info:    shaderStorageBufferArrayNonUniformIndexing : 1
info:    shaderStorageImageArrayNonUniformIndexing : 1
info:    shaderUniformTexelBufferArrayNonUniformIndexing : 1
info:    shaderStorageTexelBufferArrayNonUniformIndexing : 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:    scalarBlockLayout              : 1
info:    shaderFloat16                  : 1
info:    shaderInt8                     : 1
info:    shaderOutputViewportIndex      : 1
info:    shaderOutputLayer              : 1
info:    timelineSemaphore              : 1
info:    uniformBufferStandardLayout    : 1
info:    vulkanMemoryModel              : 1
info:    inlineUniformBlock             : 1
info:    computeFullSubgroups           : 1
info:    dynamicRendering               : 1
info:    maintenance4                   : 1
info:    robustImageAccess              : 0
info:    pipelineCreationCacheControl   : 1
info:    shaderDemoteToHelperInvocation : 1
info:    shaderZeroInitializeWorkgroupMemory : 1
info:    subgroupSizeControl            : 1
info:    synchronization2               : 1
info:  VK_EXT_attachment_feedback_loop_layout:
info:    attachmentFeedbackLoopLayout   : 1
info:  VK_EXT_border_color_swizzle:
info:    borderColorSwizzle             : 1
info:    borderColorSwizzleFromImage    : 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               : 0
info:    leastRepresentableValueForceUnormRepresentation : 0
info:    floatRepresentation            : 0
info:    depthBiasExact                 : 0
info:  VK_EXT_descriptor_buffer:
info:    descriptorBuffer               : 0
info:  VK_EXT_descriptor_heap:
info:    descriptorHeap                 : 0
info:  VK_EXT_extended_dynamic_state3:
info:    extendedDynamicState3AlphaToCoverageEnable : 1
info:    extendedDynamicState3DepthClipEnable : 1
info:    extendedDynamicState3RasterizationSamples : 1
info:    extendedDynamicState3SampleMask : 1
info:    extendedDynamicState3LineRasterizationMode : 1
info:    extendedDynamicState3SampleLocationsEnable : 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               : 0
info:    smoothLines                    : 0
info:  VK_EXT_memory_budget:
info:    extMemoryBudget                : 1
info:  VK_EXT_memory_priority:
info:    memoryPriority                 : 1
info:  VK_EXT_multi_draw:
info:    multiDraw                      : 0
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_sample_locations:
info:    extSampleLocations             : 1
info:  VK_EXT_shader_module_identifier:
info:    shaderModuleIdentifier         : 1
info:  VK_EXT_shader_stencil_export:
info:    extShaderStencilExport         : 1
info:  VK_EXT_swapchain_colorspace:
info:    extSwapchainColorSpace         : 0
info:  VK_EXT_swapchain_maintenance1:
info:    swapchainMaintenance1          : 0
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_dynamic_rendering_local_read:
info:    dynamicRenderingLocalRead      : 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_maintenance8:
info:    maintenance8                   : 1
info:  VK_KHR_maintenance9:
info:    maintenance9                   : 0
info:  VK_KHR_maintenance10:
info:    maintenance10                  : 0
info:  VK_KHR_maintenance11:
info:    maintenance11                  : 0
info:  VK_KHR_pipeline_library:
info:    khrPipelineLibrary             : 1
info:  VK_KHR_present_id:
info:    presentId                      : 0
info:  VK_KHR_present_id2:
info:    presentId2                     : 0
info:  VK_KHR_present_wait:
info:    presentWait                    : 0
info:  VK_KHR_present_wait2:
info:    presentWait2                   : 0
info:  VK_KHR_shader_float_controls2:
info:    shaderFloatControls2           : 1
info:  VK_KHR_shader_subgroup_uniform_control_flow:
info:    shaderSubgroupUniformControlFlow : 1
info:  VK_KHR_shader_untyped_pointers:
info:    shaderUntypedPointers          : 0
info:  VK_KHR_swapchain:
info:    khrSwapchain                   : 1
info:  VK_KHR_swapchain_maintenance1:
info:    swapchainMaintenance1          : 0
info:  VK_KHR_swapchain_mutable_format:
info:    khrSwapchainMutableFormat      : 1
info:  VK_KHR_unified_image_layouts:
info:    unifiedImageLayouts            : 0
info:  VK_KHR_win32_keyed_mutex:
info:    khrWin32KeyedMutex             : 1
info:  VK_NV_low_latency2:
info:    nvLowLatency2                  : 0
info:  VK_NV_raw_access_chains:
info:    shaderRawAccessChains          : 0
info:  VK_NVX_binary_import:
info:    nvxBinaryImport                : 0
info:  VK_NVX_image_view_handle:
info:    nvxImageViewHandle             : 0
info:  Memory type mask for sparse resources: 0xf
info:  Memory type mask for buffer resources: 0xf, usage: 0x219ff
info:  Graphics pipeline libraries not supported
info:  Binding model: Legacy
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1920
info:      - Height:             1080
info:      - Format:             D3D9Format::A8R8G8B8
info:      - Auto Depth Stencil: true
info:                  ^ Format: D3D9Format::D24S8
info:      - Windowed:           false
info:      - Swap effect:        1
info:  Setting display mode: 1920x1080@0
info:  Setting display mode: 1920x1080@0
warn:  D3D9DeviceEx::SetRenderState: Unhandled render state 26
debug: Mapped memory region 0xdb80000 - 0xdf7ffff
debug: Mapped memory region 0xdf80000 - 0xe37ffff
debug: Mapped memory region 0x9320000 - 0x971ffff
debug: Mapped memory region 0xdb80000 - 0xe37ffff
debug: Mapped memory region 0x9720000 - 0x9b1ffff
debug: Mapped memory region 0xe380000 - 0xeb7ffff
debug: Mapped memory region 0x9b20000 - 0xa31ffff
info:  Device reset
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1920
info:      - Height:             1080
info:      - Format:             D3D9Format::A8R8G8B8
info:      - Auto Depth Stencil: true
info:                  ^ Format: D3D9Format::D24S8
info:      - Windowed:           false
info:      - Swap effect:        1
info:  Setting display mode: 1920x1080@0
info:  Setting display mode: 1920x1080@0
debug: Mapped memory region 0xddc0000 - 0xedbffff
debug: Mapped memory region 0x60140000 - 0x6113ffff
debug: Mapped memory region 0x6bf20000 - 0x6ff1ffff
info:  Presenter: Actual swapchain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Color space:  VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR (dynamic: no)
info:    Buffer size:  1920x1080
info:    Image count:  3
debug: Mapped memory region 0x618f0000 - 0x638effff
debug: Mapped memory region 0x638f0000 - 0x658effff
debug: Mapped memory region 0x95040000 - 0x9903ffff
debug: Compiling shader vs.7c7b69bb4f109826e804b94d5ba9461d
info:  Created cache file: C:\Users\Admin\AppData\Local\dxvk\c1fb5fb4b94af147.dxvk.bin
info:  DXVK: Using 12 compiler threads
debug: Compiling shader fs.7ac02395ee19178092aa0f53e6145641
debug: Compiling shader vs.13632099856e3d2aa968403ac332805a
debug: Compiling shader fs.b71778309972fbe82c75e077574f3a88
debug: Compiling shader vs.96fbeb0b88ccbf2ffb467bb0af358bc2
debug: Compiling shader fs.23a6a480e6958de6a8ed4b12fd3eefac
debug: Compiling shader fs.271e3342070c6a4f806065714ceebf50
debug: Compiling shader vs.1a9ddfedc88b579d1fa3331c36055924
debug: Compiling shader fs.d2aa93a91fd1a9ae53b3d90a0865c560
debug: Compiling shader vs.a1801f9953de2668bdcce2fa3bb625c0
debug: Compiling shader fs.8a0f13eb4ef690212f04474bdceaab66
debug: Compiling shader vs.e9e18855dfe05bba1ac4fbdba0639203
debug: Compiling shader fs.91446474a2b88f959168b6c72590bd4d
debug: Compiling shader vs.ade7b1cb29b9b6e1cab74384b8bc303c
debug: Compiling shader fs.76f3445e4586d0cf6f2893cfed890b79
debug: Compiling shader fs.1e79b8d9f01746695e0f1079b5e5618b
debug: Compiling shader vs.e528999fb4b39c581c6f3730083940ec
debug: Compiling shader fs.c0b4206e1586c060e28c5d216b086d5b
debug: Compiling shader vs.9133ea0bde85e648920b1bdd052b02af
debug: Compiling shader fs.e5ab9ffc3e180e395d27e7c47b344a7e
debug: Compiling shader vs.edd29c285b2b973741f49e96d112e27d
debug: Compiling shader fs.89e90fa57e0c28c39b83ce2531ab9aa3
debug: Compiling shader fs.e65bface9a9213c888c7a4aefa9128ae
debug: Compiling shader fs.0313142d75eb50f5e50886624086e2b5
debug: Compiling shader fs.322f2bd23d41397ae5cfea9082085c11
debug: Compiling shader fs.2793e32312d69f93129c705e348abeae
debug: Compiling shader fs.2c13fc7aeed2d38bd896079cd13544fe
debug: Compiling shader vs.1bc39a19e5e6dde11fb49f5c36914b96
debug: Compiling shader fs.84fbae2a0103d2af87ab7fbb44ce8944
debug: Compiling shader vs.cff24cc693109c58c86e533540f6c130
debug: Compiling shader fs.5ca373272e23778f98cb3cc9d1304cbc
debug: Compiling shader fs.500934f4112350f291fbb47ab109a3cc
debug: Compiling shader vs.b3f9ca6633d4af9d9c4d293e6dbb93bd
debug: Compiling shader fs.46fd179f0ef300102eec5dad360987be
debug: Compiling shader vs.e7ae98045ce651e005c7210b19484e1c
debug: Compiling shader fs.8f30d4a6810b50c184b103e7c140372a
debug: Compiling shader vs.6eb2d84d1cfdfe527753a77e1c981d72
debug: Compiling shader fs.a1da2fa46a9d0597caafb22d0ab2e3e1
debug: Compiling shader vs.c0bf7ceddb549e1de2aa70b13bd10f50
debug: Compiling shader fs.c37fa5fb014961281546ae9114062ad0
debug: Compiling shader vs.68bf54fba1e35a030803df7938892602
debug: Compiling shader fs.b7623e66dafb35b83d29cde2791f77ee
debug: Mapped memory region 0x9d040000 - 0xa103ffff
debug: Compiling shader fs.3d563e937d523cfe71bd3d6f730c7186
debug: Compiling shader vs.a36595eaa1b0704c12701fb1b85c6863
debug: Compiling shader fs.f2090695669fecd867bd372983524fd9
debug: Compiling shader vs.0aef3db83a182d02031968524766fc6e
debug: Compiling shader fs.4614c203e12e9bb6372604a4cec099b4
debug: Compiling shader vs.0c4b06a119318145965e00ba894948d0
debug: Compiling shader fs.c2b70f2ad42cf21f4ab530addfa55960
debug: Compiling shader vs.d515839f43958470c64d9dbb69db04ca
debug: Compiling shader fs.2518aa8b25cb6a731891b20698653b12
debug: Compiling shader fs.923ed1030f00c5f4dd144b9d2294ebd1
debug: Compiling shader fs.bffa10d3d398d0ccb339808dfe022471
debug: Compiling shader fs.f2d89d20189356c582c48b750c8db10d
debug: Compiling shader vs.6c880ad9320d250a602d78d56533b19d
debug: Compiling shader fs.60314507f4f679e35f3e1d54c8a6a39c
debug: Compiling shader fs.efafe181534889ce0e1ac9cfbfdd2e7f
debug: Compiling shader vs.ee7251491b5de22527dce1b941de69a6
debug: Compiling shader fs.a196a79328545a6243d5da15cdecad67
debug: Compiling shader vs.bc334d1be23481fc37c8fc7a2487e27d
debug: Compiling shader fs.da934dcc8b0833a16fa6f57e723cfb66
debug: Compiling shader vs.d2a44baa216d3931772268b5ad841a07
debug: Compiling shader fs.6aaaf5fe8c60e02a299b9f02d4d25133
debug: Compiling shader vs.5b804df2abf87dea3a1b5aa376afaa19
debug: Compiling shader fs.bfab205f74b369c78802b253666a6e10
debug: Compiling shader vs.ab73e9427ddcd075601332e07614b0f8
debug: Compiling shader fs.bdaf98e11087af71043c6c967e6a7c25
debug: Compiling shader vs.7984133fec9b80620b4663bd395a7a22
debug: Compiling shader fs.3b9e558478d38532a8af8c029b987940
debug: Mapped memory region 0xb6370000 - 0xb736ffff
debug: Compiling shader vs.2c8541a168a37b960ad39e519583330f
debug: Compiling shader fs.2546a5c84eda3eb756e530fdb429d924
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info:  Device reset
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1920
info:      - Height:             1080
info:      - Format:             D3D9Format::A8R8G8B8
info:      - Auto Depth Stencil: true
info:                  ^ Format: D3D9Format::D24S8
info:      - Windowed:           true
info:      - Swap effect:        1
info:  Restoring display mode: 1920x1080@144
info:  Setting display mode: 1920x1080@144
info:  Presenter: Surface does not allow swapchain creation.
info:  Device reset
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1920
info:      - Height:             1080
info:      - Format:             D3D9Format::A8R8G8B8
info:      - Auto Depth Stencil: true
info:                  ^ Format: D3D9Format::D24S8
info:      - Windowed:           false
info:      - Swap effect:        1
info:  Setting display mode: 1920x1080@0
info:  Setting display mode: 1920x1080@0
info:  Presenter: Actual swapchain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Color space:  VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR (dynamic: no)
info:    Buffer size:  1920x1080
info:    Image count:  3
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Ssergeialex-pixel 2026-08-24 github

Aion D3D9 — reproducible minimize/restore freezes on DXVK / AMD Radeon RX 6600

Summary

Aion (aion.bin) shows reproducible multi-second freezes after minimize/restore when running through DXVK D3D9.

The same minimize/restore scenario was tested with native D3D9 and did not reproduce the long freezes.

The issue is reproducible with DXVK 3.0+ on an AMD Radeon RX 6600 using the AMD proprietary Vulkan driver.

Environment

  • Game: Aion / aion.bin

  • Renderer: D3D9

  • Native D3D9: no long freeze observed

  • DXVK: 3.0+

  • GPU: AMD Radeon RX 6600

  • Vulkan driver: AMD proprietary driver 2.0.353

  • OS: Windows

  • DXVK configuration during the latest diagnostics:

    • dxvk.pipelineCompileDelayUs = 0
    • dxvk.enableGraphicsPipelineLibrary = False
    • dxvk.numCompilerThreads = 4
    • d3d9.aionRenderYieldEveryDraws = 0

Reproduction

  1. Start Aion normally through the launcher.
  2. Enter the game.
  3. Minimize the window.
  4. Leave it minimized for some time.
  5. Restore the window.
  6. Repeat several times.

Observed results include:

  • ordinary freezes;
  • long freezes lasting several seconds;
  • in the worst cases, loss of character texture coloration after recovery.

Key observations

The custom DXVK diagnostics consistently show that the problem is strongly associated with the first frames after a minimize/restore recovery.

Reset itself is fast. Recent captures show reset/recreate operations completing in roughly 0.8–3.5 ms.

The important event happens afterwards:

Reset
→ first draw
→ first Present
→ long Present stall

Examples from the diagnostics include Present durations of approximately:

  • 2.95 s
  • 3.78 s
  • 4.13 s
  • 5.77 s
  • 9.26 s
  • 13.23 s
  • 15.76 s

In the latest Patch 10 diagnostic run, the recovery state was explicitly tracked and the long stalls occurred while recovery_frames_left was still non-zero.

Important negative findings

ExecuteFlush does not appear to be the long-stall location.

In the problematic AION PRESENT STAGE records, the last observed flush was around 1 µs while the Present operation itself could take multiple seconds.

Example pattern:

ExecuteFlush ≈ 1 µs
Present       ≈ several seconds

The configured Vulkan present mode is also:

VK_PRESENT_MODE_IMMEDIATE_KHR

so the behavior does not look like a conventional VSync wait.

The XRender synchronization profiler also did not observe a multi-second WaitForSingleObject stall in the instrumented synchronization path. Observed waits were generally in the millisecond range, including occasional tens of milliseconds, but not multi-second waits.

Thread / stack observations

The freeze stack profiler shows multiple classes of waiting threads.

Some DXVK worker threads are observed in:

d3d9.dll
→ SleepConditionVariableSRW

There are also threads entering the AMD Vulkan driver.

However, these stacks do not by themselves prove that the worker waits are the root cause.

Aegis / Guard observations

A particularly interesting observation is that aegisty64.bin and GuardClientModule.dll are heavily involved in the process.

In an early freeze snapshot, the Aion render-related thread (tid=12916) was found in a chain resembling:

BCrypt
→ WINTRUST
→ CRYPT32
→ aegisty64.bin
→ aion.bin

The aegisty64.bin binary imports Windows trust/crypto and system-integrity related APIs, including WinTrust/Crypt32/SFC/process/device/network enumeration functionality.

GuardClientModule.dll contains extensive synchronization and thread/process inspection functionality, including APIs related to:

  • threads;
  • semaphores;
  • condition variables;
  • critical sections;
  • ReadProcessMemory / WriteProcessMemory;
  • SuspendThread / ResumeThread;
  • GetThreadContext / SetThreadContext.

The freeze profiler also shows Guard worker activity involving SleepConditionVariableSRW.

Current interpretation

At this point the evidence suggests that the issue is most likely related to the recovery/presentation path rather than the initial swapchain reset itself.

A working hypothesis is:

Aion minimize/restore
    ↓
DXVK performs device/swapchain recovery
    ↓
Aion starts rendering again
    ↓
first recovery Present
    ↓
Aegis/Guard and renderer/Vulkan recovery activity overlap
    ↓
timing/resource/thread interaction
    ↓
Present may stall for several seconds

This is still a hypothesis.

There is currently not enough evidence to conclude that Aegis/Guard is the direct root cause. The same protection components are also active during normal Aion operation, and the observed stacks do not establish causality by themselves.

Working DXVK hypothesis

The strongest currently supported DXVK-side hypothesis is:

After minimize/restore, the first recovery Present can enter a state where the DXVK/WSI/Vulkan presentation path experiences a multi-second stall, while reset and command flushing themselves remain fast.

This is why the investigation is currently focused on detailed Present/WSI stage timing rather than shader compilation, VSync, or the basic Reset operation.

Mitigation experiment

A recovery-only experiment is being tested in DXVK.

The first mitigation does not modify or disable Aegis/Guard. Instead, it gives the process a short cooperative scheduling window before the first recovery Present.

Conceptually:

Reset
→ first recovery frame
→ short cooperative settle window
→ first Present

The goal is to determine whether allowing Aion's protection/integrity workers and the renderer to settle before the first Present materially reduces the stall.

If this consistently reduces the first recovery Present from seconds to normal frame times, that would support the recovery-timing hypothesis.

What we are looking for

The next useful diagnostic step is to split the Present path into individual stages and measure them separately, for example:

AcquireNextImage
Submit
PresentImage / vkQueuePresent
WSI synchronization
FlushCsChunk
Frame-latency synchronization

The key question is which individual stage accounts for the multi-second delay.

Current status

  • Native D3D9: no reproducible long minimize/restore freeze
  • DXVK D3D9: reproducible multi-second freeze
  • Reset: fast
  • ExecuteFlush: fast
  • Present: can stall for multiple seconds
  • Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
  • DXVK worker waits: observed, but not proven causal
  • AMD Vulkan waits: observed
  • Aegis/Guard activity: clearly present and technically capable of interacting with process/thread state, but direct causality not yet proven
  • Main area of investigation: DXVK recovery + Present/WSI/Vulkan interaction after minimize/restore

Any suggestions regarding DXVK D3D9 swapchain recovery, WSI synchronization, or known AMD/Vulkan behavior matching this pattern would be appreciated.

KK0bin maintainer 2026-08-24 github

Please don't post LLM-generated walls of text in the future. They're not useful.

DLLs

Error codes