protonscr

DCS Crashing with explosions

dxvkopen d3d11game bug
doitsujin/dxvk#5856 · opened 2026-08-23 by ggabriel537 · updated 2026-08-26 · 10 comments · github
1 matching comments, n / p to jump
Gggabriel537 2026-08-23 github

The game crashes reliably with C0000005 ACCESS_VIOLATION inside d3d11.dll a few minutes into any mission where ordnance detonates, sometimes dropping a single bomb is enough to trigger it. Reproduces in both singleplayer and multiplayer.

Changing Proton version does not seems to work, already tried GE-Proton 11-5, Experimental and 11.0 CachyOS.

Another user has reported the same issue in the game forum (https://forum.dcs.world/topic/391310-dcs-2928-crashes-with-c0000005-in-d3d11dll-on-linuxwine), the fix provided in the forum does not work either.

Software information

DCS World 2.9.28.26385, x86_64, multithreaded build (bin-mt/DCS.exe), launched with --no-launcher as a non-Steam shortcut added to Steam. (https://www.digitalcombatsimulator.com/en/downloads/world/)

WINE_SIMULATE_WRITECOPY=1 PROTON_LOG=1 NVPRESENT_ENABLE_SMOOTH_MOTION=1 MANGOHUD=1 STEAM_COMPAT_MOUNTS=/mnt/nvme1tb,/opt/opentrack taskset -c 0-11 %command% --no-launcher

System information

  • GPU: RTX 5060Ti 16GB
  • Driver: 610.57.04
  • DXVK version: v3.0.2-21-g3a4c6fa3cb1548d0
  • Wine version: 11.0

Log files

proton-dcs.zip

dcs.log-20260823-180441.zip

Ddoitsujin maintainer 2026-08-23 github

Can you please try this with just plain Proton Experimental or something? It's rather dauting when everyone uses different unofficial Proton builds that have god knows what patch sets applied and use different dxvk builds that I have to fish out by hand (and then can't do much with because there's no debug symbols).

I'm also not sure how to really test this game because 237 GB on Steam is just complete insanity, would take literal days to download and I kind of need the disk space for other things too.

That said, there's a) roughly a million d3dcompiler errors in the log and b) a known issue with the game crashing because it simply requires extreme amounts of memory (see #5799).

Gggabriel537 2026-08-23 github

Can you please try this with just plain Proton Experimental or something? It's rather dauting when everyone uses different unofficial Proton builds that I then have to manually set up and fish the d3d11.dll out of.

I'm also not sure how to really test this game because 237 GB is just complete insanity, would take literal days to download and I kind of need the disk space for other things too.

That said, there's a) roughly a million d3dcompiler errors in the log and b) a known issue with the game crashing because it simply requires extreme amounts of memory (see [#5799](https://github.com/doitsujin/dxvk/issues/5799)).

Reproduced on plain Proton Experimental with the same launch options, logs attached below.

If you need anything extra i'll gladly provide, thanks for taking the time to look at this.

steam-15499925930595319808.zip

dcs.log-20260823-205815.zip

Ddoitsujin maintainer 2026-08-24 github

Let the thing download overnight, how do I reproduce the bug in game?

Ddoitsujin maintainer 2026-08-24 github

Ideally I'll need a way to repro this locally without having to do much/anything on my own, don't really have the time or patience to learn the controls here. Tried to do the bombing tutorial but it always inevitably ends with me crashing the plane before anything happens.

Gggabriel537 2026-08-24 github

Let the thing download overnight, how do I reproduce the bug in game?

You need to do some explosion effects in game, i tried to spectate in multiplayer but the crash did not happen, only when i did the explosions

Ideally I'll need a way to repro this locally without having to do much/anything on my own, don't really have the time or patience to learn the controls here. Tried to do the bombing tutorial but it always inevitably ends with me crashing the plane before anything happens.

You don't need to reproduce it yourself. Just download the track file below and place it in:
(your Steam directory for the game)/pfx/drive_c/users/steamuser/Saved Games/DCS/Tracks/

Then open the game, go to Replay, and the track should show up so you can play it back.

One important note: the crash is not guaranteed. The track I recorded crashed before the actual mission ended, while my own crash during gameplay happened after the track file had already ended. It also could not be reproduced on the first attempt. Still, this track crashes almost every time for me.

track.zip

Gggabriel537 2026-08-24 github

I tried the mission above playing without an account that has the F16 bought, it says its corrupted and the track file is not doing what it is supposed to do, i'll try to replicate it and send another track file

Gggabriel537 2026-08-24 github

I couldnt reliably crash the game using the tracks, but opening the mission and letting the bot do its thing is almost guaranted to crash all the times.

Directory for custom missions
(your steam directory)/pfx/drive_c/users/steamuser/Saved Games/DCS/Missions/

PS: Use CTRL + Z to speed up and SHIFT + Z to get back to normal speed

I recorded a video with the crash (like in the video, sometimes it crashes with the first bomb)

https://www.youtube.com/watch?v=nwLqvncDGcM

crash3.zip

track2.zip

mission.zip

Ddoitsujin maintainer 2026-08-24 github

Unfortunately this is a use-after-free bug in the game, it binds a resource view that is already destroyed and we end up crashing when trying to apply that.

Gonna see if there's a sane way to work around this problem, but it might just not really be viable.

Gggabriel537 2026-08-24 github

Unfortunately this is a use-after-free bug in the game, it binds a resource view that is already destroyed and we end up crashing when trying to apply that.

Gonna see if there's a sane way to work around this problem, but it might just not really be viable.

Ok, thank you so much

Gggabriel537 2026-08-25 github

Quick update. I put together a patch that seems to fix this on my end. It adds an opt-in check that validates a resource view is still alive before binding it, treating an already-destroyed view like a null bind instead of dereferencing it. It's gated behind a new d3d11.viewUAFGuard option that defaults to off and is only auto-enabled for DCS.exe. Since it's a general opt-in guard and not DCS-specific under the hood, it could also be enabled for other games if a similar use-after-free pattern turns up down the line. Ran multiplayer gameplay and several missions that reliably crashed before, including explosions, and got no crashes so far, with no noticeable performance impact in-game.

Full disclosure: I did not write this code myself. It was written entirely by an AI (Claude Code), based on your diagnosis above. I'm not a C++/graphics developer, so I can't personally vouch for the implementation. If you have any interest in it, i can send it so you can review it, since I have no way to know if it could break something else or introduce a regression elsewhere.

Happy to test further or share the diff/branch if useful.

dcs.log

Proton versions

Launch options

Launch lines

Upstream links

DLLs