Would DXVK maintainers like the full log?
Yes. The issue template asks for it. If your LLM even knows about or cares for it
Edit: Assuming you are using a LLM. If not then apologies
Let's start at the beginning: I assume your problem is a crash.
So how do I reproduce this crash?
Seems to run just fine here.
Thanks for taking a look, and sorry for the terse first post. Let's be practical.
@Blisto91 — full log (the PROTON_LOG with the winedbg backtrace, ~940 KB) is here:
https://gist.github.com/als-creator/12ac5fe9967fdcbdcd7a33890b98f652
It's the complete PROTON_LOG=1 DXVK_LOG_LEVEL=info %command% capture from the crashed
session (2026-09-25, DXVK v3.1.1-21-7df3596eed49cb7, 32-bit build). The interesting part
starts at line ~7295 of that file: dispatch_exception code=c0000005 ... addr=77C56833,
followed by the winedbg register dump/backtrace and the thread list (dxvk-cs/queue/frame
threads present). Faulting instruction is movl 4(%ecx), %eax with ecx=0
(d3d9.dll RVA ~0x466833), entered via d3d9.dll RVA 0xb0914, caller KBWotN.exe RVA 0x2be1e0.
@K0bin — how I get there (repro steps):
PROTON_LOG=1 DXVK_LOG_LEVEL=info %command% (Steam Play → Proton Experimental).~streaming 1 in game.ini), shadowresolution 1024, r_fsaa 0, r_filter 5,Honest caveats, because I want this to be useful:
PROTON_LOG/apitrace on the nextNeither AV about the specific situation. If there's a known NULL-deref fix between
v3.1.1-21 and v3.1.1-27 (device-reset/state-lifetime related), a pointer would help me
match it against the RVA above.
Follow-up observation — same engine bug, new manifestation (soft-lock, not a crash).
Today 2026-10-03 ~01:24 the game froze ~5s after an autosave: main thread (KBWotN.exe) spins at ~100% CPU in a tight __regs__setjmp3/longjmp loop (the engine's software-exception machinery), the swapchain/late-acquire threads sit parked on futex (no frames), PROTON_LOG goes silent and stays so. This is the exact same setjmp/longjmp rhythm that precedes the NULL-deref in the 25.09 log — same buffer addresses, same esp/eip.
The loop executes in an anonymous executable (JIT) mapping 0x7b9b1000-0x7bb7a000, and mscoree:DllMain loads right at the onset — i.e. the spinning code is the game's own script/.NET runtime, not DXVK. DXVK's threads are idle here.
So the trigger lives in the game engine (Katauri) right after autosave; the 25.09 crash in d3d9+0x466833 (writes to 0x4) is just where the broken game state finally surfaced into a D3D9 call. If you want repro guidance, it should be a game-side soft-lock/stderr kind of issue, not a D3D9 one.
Freeze log (PROTON_LOG, WINEDEBUG=+seh): https://gist.github.com/als-creator/12ac5fe9967fdcbdcd7a33890b98f652 (added as steam-203350-freeze-20261003-0124.log). Happy to capture an apitrace D3D9 trace if you still want one for crash-2 — instructions are ready.
Summary of all four sessions: 24.09 crash (32-bit address-space exhaustion), 24.09 silent exit, 25.09 NULL-deref, 03.10 soft-lock — all within ~seconds…minutes after an autosave.
bro generated an essay to not answer the question 💀
edit: but maybe worth closing because this isn't related?
proton experimentalx2 2026-10PROTON_LOGx3 2026-10WINEDEBUG=+seh)x1 2026-10PROTON_LOG=1x2 2026-10DXVK_LOG_LEVEL=infox1 2026-10WINEDEBUG=+sehx1 2026-10d3d9.dllx2 2026-10
[d3d9] 32-bit King's Bounty: Warriors of the North — NULL vtable deref crash inside d3d9.dll (
movl 4(%ecx),%eaxat ecx=0), RVA 0x466833, entered via device method RVA 0xb0914Summary
32-bit Windows build of King's Bounty: Warriors of the North (Steam 203350) running through
Steam Play (Proton Experimental) crashes with
EXCEPTION_ACCESS_VIOLATIONinside DXVK's32-bit
d3d9.dll: a NULL pointer is dereferenced at vtable offset +4 (movl 4(%ecx),%eaxwith
ecx=0→ read of0x4). Caught in aPROTON_LOG=1/WINEDEBUG=+sehlog with thefull winedbg backtrace.
Environment
7.2.7-zen1-1-zen26.2.3(Vulkan 1.4.354), 4 GB shared VRAMinfo: Build: x86 gcc 14.0.0), fromProton Experimental 11.0-20260917b
KBWotN.exe(32-bit), appid 203350Trace (winedbg, 2026-09-25 19:34:17 +06)
D3D9 method entry is
d3d9.dllRVA0xb0914; the fault sits at RVA0x466833.Caller is the game at
KBWotN.exeRVA0x2be1e0.Session duration at crash: ~1 h 42 min. The game's settings at the time had memory
pressure removed (
streaming 1, shadow 1024, FSAA off — the workaround for a separate32-bit address-space exhaustion bug), so OOM is not a plausible trigger here.
Interpretation
Either the game calls a D3D9 device method on a released/NULL interface, or DXVK returns a
NULL interface/object where native Windows (or wined3d) returns a valid one — classic
DeviceLost/Reset and state/surface-lifecycle suspects. A symbolicated build (or PDB) would
identify the exact function; I can only provide RVAs from winedbg, plus the full register
dump and stack data from the log.
Status
The fault has not recurred since updating to DXVK
v3.1.1-27-g25ca63f17f34bdc(Proton Experimental 20260924): ~10 h / 9 sessions since 2026-09-25 evening. If this is
indeed fixed by a change between
v3.1.1-21andv3.1.1-27, that would be worth knowing.Diagnostics available
PROTON_LOG(~1 MB) with the winedbg backtrace, register dump and thread/module list — can attach or paste on request.game.ini(before/after) and exact settings.Would DXVK maintainers like the full log? And is there a known fix between v3.1.1-21 and v3.1.1-27 that matches this pattern?