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As first reported here: ValveSoftware/Proton#8300 (comment). It takes me 1-3 minutes to reproduce in the Tokyo 2099 Spider-Islands map if I just start a custom game and run around in the starting area with the trees and lanterns.
I couldn't get it to hang with RADV_DEBUG=hang or syncshaders, and I didn't get any active waves from the hang with GPU recovery disabled.
I was able to get some breadcrumbs. The crash region contains 2-4 shaders with RADV, always two global illumination shaders and sometimes a pair of MainVS/MainPS shaders from the preceding draw calls. The two shader hashes that always appear are 70594334b6b0d4a7 (MarkRadianceProbesUsedByTranslucencyVolumeCS) and aec033de19e91d96 (MarkRadianceProbesUsedByScreenProbesCS).
It also hangs with AMDVLK. That adds some additional compute shader hashes to the breadcrumbs trace, but it's all related to the GI pass.
I didn't have any hangs when I tested with SSGI, so it seems specific to Lumen GI. I also didn't have any issues when I tested on RX 7600 with the same settings and VKD3D_CONFIG=nodxr or RADV_PERFTEST=emulate_rt.
Software information
Marvel Rivals, Lumen GI enabled (graphics preset high).
System information
GPU: RX 5700 XT
Driver: AMDVLK and Mesa (24.3.1 and main)
Wine version: Proton Experimental bleeding-edge
VKD3D-Proton version: 0e68113 from Proton 8 up to the recent c965c13
As first reported here: ValveSoftware/Proton#8300 (comment). It takes me 1-3 minutes to reproduce in the Tokyo 2099 Spider-Islands map if I just start a custom game and run around in the starting area with the trees and lanterns.
I couldn't get it to hang with
RADV_DEBUG=hang
orsyncshaders
, and I didn't get any active waves from the hang with GPU recovery disabled.I was able to get some breadcrumbs. The crash region contains 2-4 shaders with RADV, always two global illumination shaders and sometimes a pair of MainVS/MainPS shaders from the preceding draw calls. The two shader hashes that always appear are
70594334b6b0d4a7
(MarkRadianceProbesUsedByTranslucencyVolumeCS) andaec033de19e91d96
(MarkRadianceProbesUsedByScreenProbesCS).It also hangs with AMDVLK. That adds some additional compute shader hashes to the breadcrumbs trace, but it's all related to the GI pass.
I didn't have any hangs when I tested with SSGI, so it seems specific to Lumen GI. I also didn't have any issues when I tested on RX 7600 with the same settings and
VKD3D_CONFIG=nodxr
orRADV_PERFTEST=emulate_rt
.Software information
Marvel Rivals, Lumen GI enabled (graphics preset high).
System information
Log files
Proton logs with breadcrumbs and shaders: Marvel_Rivals_RDNA1_hang_logs.zip
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