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Monster Hunter Wilds: Crash after RE Engine splash screen

Open CreatureDev opened this issue 1 year ago • 15 comments

After compiling shaders and making it through the RE Engine splash screen the game crashes with the following error

Assertion failed!

File: ./src-wine/dlls/winevulkan/loader_thunks.c Line: 5772

Expression: "!status && "vkLatencySleepNV""

Software information

Monster Hunter Wilds Beta proton bleeding-edge

System information

  • GPU: RTX 4070
  • Driver: 550
  • VKD3D-Proton version: master

I can gather the logs if necessary

CreatureDev avatar Oct 31 '24 17:10 CreatureDev

Does it work with VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2? Just post the logs as well, it takes 2 seconds.

mbriar avatar Oct 31 '24 18:10 mbriar

That fixed it, thanks For some reason the log file produced was over 450 MB

CreatureDev avatar Oct 31 '24 18:10 CreatureDev

Hello, I was having the same issues, but that fix worked for me.

System information

  • GPU: Nvidia RTX 4070 Ti SUPER
  • Driver: 550.78
  • VKD3D-Proton version: Master (Proton Experimental [bleeding-edge])

Log files

Before: (Had to be compressed, as it's ~300 meg for some reason): steam-3065170.zip

After: steam-3065170.log

Pao-Lumu avatar Oct 31 '24 18:10 Pao-Lumu

For some reason the log file produced was over 450 MB

even huge logs usually compress to almost nothing if you zip them up.

mbriar avatar Oct 31 '24 18:10 mbriar

This is a driver issue that i can't recall at the moment if the fix is included with the 560 versions or not. Should work with the latest dev betas and 565 at least.

Blisto91 avatar Oct 31 '24 18:10 Blisto91

Note that i just assume it is the same issue as Dragons Dogma 2 had which was fixed. It is possible there could be another so if any hit this with the drivers mentioned above do tell.

Blisto91 avatar Oct 31 '24 18:10 Blisto91

steam-3065170.log my crash with 565 beta drivers

VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 PROTON_LOG=1 %command%

ryzendew avatar Oct 31 '24 19:10 ryzendew

https://github.com/HansKristian-Work/vkd3d-proton/commit/dd7ad6d2545cb79a27f907d8512c4f1c1520c24f Use this commit to get the game working on nvidia

image

ryzendew avatar Oct 31 '24 20:10 ryzendew

Still an issue for some systems (Steam thread going on about it), myself included. Using Proton Experimental [bleeding edge]

Lenovo Legion 7i gen 9 Intel Core i9-14900HX NVIDIA GeForce RTX 4070 Laptop GPU 8GB GDDR6 ZorinOS 17.2 Linux 6.8.0-48-generic x86_64 nvidia-driver-560/jammy,now 560.35.03-0ubuntu0~gpu22.04.4 amd64

Working fine on two other systems in the house though, an Intel laptop with a GTX1650 and an Intel desktop with a RTX3060. The only other substantial difference, and I don't know if this even matters, is that the laptop that's failing has SecureBoot enabled while the other two don't.

ShadowDrakken avatar Oct 31 '24 20:10 ShadowDrakken

Note that the original problem for this issue is specifically about the below error before it gets too confusing

Assertion failed!

File: ./src-wine/dlls/winevulkan/loader_thunks.c
Line: 5772

Expression: "!status && "vkLatencySleepNV""

Blisto91 avatar Oct 31 '24 20:10 Blisto91

https://youtu.be/iEwbpi9ufAA?t=2983 GFX issues

Tried with Disabled up-scaling and lowest graphics also steam-3065170.zip here is the log

ryzendew avatar Nov 01 '24 03:11 ryzendew

Currently running into a different issue, using GE 9-17 that has the latest git commit, using Nvidia 565. Main issue is LOD problems, random walls of sand that are 1 px thick with no colision, and no ground will load correctly around you if you move at all. screenshot linked to below https://imgur.com/a/7XbGotH

tvgold42 avatar Nov 01 '24 04:11 tvgold42

That should probably be reported separately, though I'm also experiencing that.

Pao-Lumu avatar Nov 01 '24 04:11 Pao-Lumu

That should probably be reported separately, though I'm also experiencing that.

Thanks for letting me know, made a separate issue here, happy to move the conversation on this specific issue over there

tvgold42 avatar Nov 01 '24 04:11 tvgold42

Currently running into a different issue, using GE 9-17 that has the latest git commit, using Nvidia 565. Main issue is LOD problems, random walls of sand that are 1 px thick with no colision, and no ground will load correctly around you if you move at all. screenshot linked to below https://imgur.com/a/7XbGotH

the holes in the ground and walls of sand are caused by the Surface Quality setting (only accessible from the main menu, not once you load into the game). Setting it to Low resolves the issue (at least for a bit, it will slowly start glitching over time still)

ShadowDrakken avatar Nov 01 '24 23:11 ShadowDrakken

Does it work with VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2? Just post the logs as well, it takes 2 seconds.

how actually do this ?. I don't really understand and I got this issue in linux mint 22.1 now

thanks

MescoMeso avatar Apr 09 '25 12:04 MescoMeso

steam-3065170.log my crash with 565 beta drivers

VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 PROTON_LOG=1 %command%

where do you put that command ?. steam launch option ?

MescoMeso avatar Apr 09 '25 12:04 MescoMeso

Just wanted to add that I think this has something to do with the way Capcom initiates cutscenes or the method used to play them in MHWilds. Or it could also just be shader loading logic causing hangs as well.

Crashes happen for me on RTX 5080 using 580.95.05 open drivers under CachyOS. These are possibly different crash errors than the OP, but still an issue. I've found workarounds to get into the game (mainly through forced skipping of the initial cutscene going into the Title screen). In my experience, I could start the game fresh (deleting my existing save data) and could play ALL the way up until the cutscene after Chatacabra's fight which apparently is somehow different than the opening game cutscene b/c that didn't crash/slow down for me.

However, on an existing save, due to crashes on the initial cutscene after the splash screens going into the main menu (the one that starts with a cup of red wine/tea in the tent with Alma and afterwards I get to load my character save) I was unable to make progress into the game initially. That is, until I figured out that mashing the 'F' key and Right-mouse click repeatedly can skip the opening sequence before whatever causes the crash initiates. This allows skipping into the main menu immediately where the save file can be chosen. At this point, loading into the game is trivial and seamless. I can play pretty much consistently (if no other cutscenes are forced on once play has started). However, I traveled to the festival area and a cutscene initiated, under which the game froze again.

At this point, if I want to reboot into the game again, I have to delete all mesa shaders under ~/.cache/mesa_shader_cache and in the game's directory (shader2.cache and vkd3d-proton.cache.write files) in order to get past the network loading modal box during the splash screens. This is the freeze I think is related specifically to shader loading for whatever reason. It could be that both cutscene issues and this are the same issue, not sure. But I just wanted to document somewhere exactly what I've found to be triggers currently causing crashes. Maybe someone smarter than me can figure out exactly what's going on.

In my case, anytime the gpu hang happens it's an xid: 109 error: CTX_SWITCH_TIMEOUT in journalctl followed by some other error (usually VK realizing it can't contact the GPU in some way, or if I force close the game through Steam I usually don't see anything else but the context switch error).

These errors happen regardless of settings used, but just want to show the launch args I gave, in case somehow any of that's relevant.

PROTON_ENABLE_WAYLAND=1 DXVK_NVAPI_GPU_ARCH=GA100 VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 WINEDLLOVERRIDES="dinput8.dll,dstorage.dll,dstoragecore.dll=n,b" %command%

I am aware that DXVK_NVAPI_GPU_ARCH=GA100 tricks the game into thinking it's on ampere architecture. But this option was required to make it as far as I did, because GB200 (blackwell) just doesn't seem to work period. Or at least, it freezes much more frequently beyond the issues mentioned above.

Desmondchaser27 avatar Oct 24 '25 05:10 Desmondchaser27

Have one more update. Apparently swapping dstorage.dll and dstoragecore.dll to the 1.2.2 versions of the DLLs make the crashes take longer (but they still do happen) during the cutscene after splash screens (the one going into the main menu/title screen pop-up). That is to say the cutscenes will play for a few seconds before crashing instead of just doing so nearly instantly. Unsure if that's known or not.

Desmondchaser27 avatar Oct 28 '25 19:10 Desmondchaser27

And one more update. I had a RTX 4090 from a previous build. I slotted it into this machine (CachyOS Linux) and the shaders build properly. I think something about shader loading on 50 series cards doesn't work correctly on MH Wilds with the 580.95.05 driver. That's probably what's causing the crash. It stops at around 70 MB of vk Shaders and never builds shader2.cache (or not properly, it only starts building it in-game, if you can glitch your way in there).

Desmondchaser27 avatar Oct 31 '25 06:10 Desmondchaser27

And one more update. I had a RTX 4090 from a previous build. I slotted it into this machine (CachyOS Linux) and the shaders build properly. I think something about shader loading on 50 series cards doesn't work correctly on MH Wilds with the 580.95.05 driver. That's probably what's causing the crash. It stops at around 70 MB of vk Shaders and never builds shader2.cache (or not properly, it only starts building it in-game, if you can glitch your way in there).

I can't run the game either on a 50 series card.

580.95.05 is completely borked for this game as it crashes in the main menu tea scene on the first few frames. (After shader compilation) Downgrading to 575.64.03 works. - But subsuquent runs where it does not compile shaders crashes the game after the first few splashes when no 3d elements outside of the user interface are rendered.

This behaviour is pretty much consistent across all Proton versions I tested, 9.0-4 - Experimental and GE-10.25

I would send additional logging but the file gets up to 1.3GB Not sure if its useful though. I think it might be a driver issue.

vkd3dlog.txt

Minksh avatar Nov 03 '25 18:11 Minksh