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Street Fighter 6 (1364780)
Compatibility Report
- Name of the game with compatibility issues: Street Fighter 6
- Steam AppID of the game: 1364780
System Information
- GPU: AMD Radeon 6700XT
- Driver/LLVM version: Mesa 23.1.1
- Kernel version: 6.3.4
- Link to full system information report as Gist: https://gist.github.com/brndd/5eeb82df8fc852473c56cdd7af663cd0
- Proton version: Proton Experimental (1685549452 experimental-8.0-20230531)
I confirm:
- [x] that I haven't found an existing compatibility report for this game.
- [x] that I have checked whether there are updates for my system available.
Symptoms
Multiplayer matches have low and unstable FPS, ranging between about 30 and 45. Graphics settings did not appear to have any effect on this: the problem occurs even with the graphics turned as low as they will go.
Offline matches with the same characters on the same stages run at a stable 60 FPS, and the open beta of the game did not have this issue either.
Reproduction
- Join any online multiplayer match.
- Issue should occur every time.
After some debugging, I discovered the online stuttering seems to be caused by having CPU governor set to balanced rather than performance. Running the game with Feral Gamemode solves it.
I am having the same issue, though using the gamemoderun command or manually setting the governor for all of my cpus to performance does not solve the issue for me. System info - https://gist.github.com/J-Lowrance/56a84d3440ce8c4cd2bf345d9fc4a4d0
I see you also have a 12th gen Intel. One thing you could try is manually setting the processor affinity for the game to only run on the P-cores (should be the first 12 cores) rather than the E-cores.
New Intel CPUs have "performance" and "efficiency" cores, with the 12600k having 6 P-cores (which have hyperthreading, so there are 12 logical P-cores in total) and 4 E-cores (which do not have hyperthreading). I have heard that some games can get confused by them, though I haven't noticed such issues myself. Denuvo also didn't work on 12th gen Intel when the processors first came out but that should be fixed by now.
Tried setting the core affinity to only the p-cores (0-11 in my case), and still the same performance during online matches unfortunately.
I have a friend that has the game on steam deck and for some reason when he is offline (no internet) the game constantly crashes while playing, will be good to check that out.
@J-Lowrance do you have the input lag reduction option turned on in the game settings? That also causes performance issues for me, regardless of CPU governor.
Same issue with me on a i5-13600K. Manually setting the CPU governor to performance doesn't fix it for me.
Same problem here with the same graphics card. The problem seems to happen regardless of in-game settings for the most part. In addition to the framerate loss, it also causes inputs to be dropped in online matches, which is a severe problem (tested by cross-referencing a local recording with an external input viewer, and the in-game replay system which records the inputs received.)
This was with the schedutil cpu governor set system wide, and running with gamemode which "should" have set the cpu governor for the game to performance. It seems like that didn't have a complete effect, though. Setting the system-wide default cpu governor to performance in the kernel made the game fps higher, which helped to some extent, however it did not solve the problem. It brings the fps up from the 30s to the high 40s according to steam's in-game fps viewer. Still not as high as it should be, but noticeably less obstructive. I'm not sure to what extent the inputs still drop.
In case its relevant, the specs for my system which suffers from this issue:
CPU: Intel i5-13600K GPU: RTX 3070 Driver: Nvidia-driver-525 Kernel version: 6.2.6 Proton version: Proton Experimental & Proton GE 8-4 Distro: Pop!_OS 22.04
Okay, solved the issue on my machine. The problem was split lock protections (I had the same problem with God of War, although that was MUCH worse). Still not sure why this only shows up in online tho...
To diagnose the split lock issue, run the following command while the game is running and you should see a bunch of warning messages, like so:
$ sudo dmesg | grep split
[ 0.000000] x86/split lock detection: #AC: crashing the kernel on kernel split_locks and warning on user-space split_locks
[41786.661399] x86/split lock detection: #AC: StreetFighter6./47861 took a split_lock trap at address: 0x16886c89a
[41788.750104] x86/split lock detection: #AC: StreetFighter6./47930 took a split_lock trap at address: 0x15f853006
[41789.268254] x86/split lock detection: #AC: StreetFighter6./47947 took a split_lock trap at address: 0x1684dde0a
The fix is simple, if you're running a Kernel >= 6.2, you can disable the split_lock protection during runtime with the following command. You can do this while the game is running, and you should see the problem immediately dissapear:
$ sudo sysctl kernel.split_lock_mitigate=0
You can also change a boot parameter to permanently disable split lock protections (see linked github issue below).
Heres a github issue and an article where I initially learned about this fix for god of war.
Thanks @RTbecard, that seems to fix it on my end.
@RTbecard you saved me from so much frustration, you have no idea. I've now a solid 60FPS online, you get a kiss from Chun Li for that
My theory why it's only online: rollback netcode ask for much more from the CPU because it has to calculate the potential moves in advance, so higher CPU consumption (at least it's what I read, and it makes sense to me). Maybe it's when they abuse this split stuff...
A few minutes into World Tour starts to cause vertices to explode until the game crashes. Using Nvidia GTX 1660 Ti with driver version 525.116.04. Seems like many other Nvidia users are having the same issue on ProtonDB. I've tried both Proton experimental and GE 8.4
Looks like this is also affecting other RE Engine games like Monster Hunter Rise, albeit to a much lesser extent
For me, when entering busy areas in the game (particularly in Metro City, another large spoiler-y World Tour location, and in populated Battle Hub lobbies), the game will often hit 100% GPU usage and the FPS will tank, after which there is a chance that the game will freeze. The frame rate also tends to tank when using the "Status" app on the in-game phone. I haven't noticed this happen in the smaller World Tour locations, in less-populated Battle Hub lobbies, or in Fighting Grounds.
I can confirm that I've also had vertex glitches, which have almost always coincided with the frame rate drops mentioned before, but for me this particular bug was rare during my play-through of World Tour.
This is with an RTX 2070 Super, running the 530.41.03 driver on Fedora 38. I have to use Proton Experimental in order to get past the opening splash screens.
The game doesn't launch on an Nvidia2060 mobile. It gets stuck after the "Street Figther 6" splash screen and won't launch regardless of which proton version is used (tried Experimental, Hotfix and 8.4)
Also, i'm now getting a persistent error at launch:
The game doesn't launch on an Nvidia2060 mobile. It gets stuck after the "Street Figther 6" splash screen and won't launch regardless of which proton version is used (tried Experimental, Hotfix and 8.4)
This should be fixed now on Proton Experimental with the [bleedige-edge] beta branch.
Please give it a try.
Also, i'm now getting a persistent error at launch:
The message is from Denuvo DRM (Incorporates 3rd-party DRM: Denuvo Anti-tamper 5 different PC within a day machine activation limit).
After 24 hours you should be able to launch the game again.
Replying to https://github.com/ValveSoftware/Proton/issues/6817#issuecomment-1611903327
You where right about the message coming from denuvo. I was able to launch the game again (finally) using Proton Experimental bleeding edge, but it remains stuck on this screen (same as yesterday), I left it for a while but it won't go pas this screen:
I have updated Proton Experimental before attempting to launch. Here is my driver information:
Replying to https://github.com/ValveSoftware/Proton/issues/6817#issuecomment-1612778095
When the game gets stuck: run sudo dmesg | tail and post the output. I wonder if you are getting a Xid error.
The fix in Proton Experimental [bleedige-edge] solved it on 3070 and 3080 at least...
Here is the output of sudo dmesg | tail
[11290.053551] wlp0s20f3: Limiting TX power to 30 (30 - 0) dBm as advertised by c8:99:b2:dc:d7:88
[11323.575633] wlp0s20f3: disconnect from AP c8:99:b2:dc:d7:88 for new auth to c8:99:b2:dc:d7:87
[11323.695305] wlp0s20f3: authenticate with c8:99:b2:dc:d7:87
[11323.695336] wlp0s20f3: 80 MHz not supported, disabling VHT
[11323.700846] wlp0s20f3: send auth to c8:99:b2:dc:d7:87 (try 1/3)
[11323.758219] wlp0s20f3: authenticated
[11323.761474] wlp0s20f3: associate with c8:99:b2:dc:d7:87 (try 1/3)
[11323.782355] wlp0s20f3: RX ReassocResp from c8:99:b2:dc:d7:87 (capab=0x1c31 status=0 aid=10)
[11323.793282] wlp0s20f3: associated
[11323.924169] wlp0s20f3: Limiting TX power to 30 (30 - 0) dBm as advertised by c8:99:b2:dc:d7:87
Same output in better organized form:
Also, judging by the Protondb page (https://www.protondb.com/app/1364780) there are numerous reports of the game freezing and graphics degrading with time even in single player mode. Perhaps the issue that affects me, is the one that caused these freezes in the first place.
System Information
- GPU: AMD Radeon RX 6650 XT
- Driver/LLVM version: Mesa 23.1.3
- Kernel version: 6.4.1-zen1-1-zen
- https://gist.github.com/SuperBunChan/da544ec3fb55cad65bd06a4c1660ab58
- Proton version: 1687882519 experimental-8.0-20230627
I confirm:
- [✓] that I have checked whether there are updates for my system available.
Symptoms
Extreme lag/fps drop whenever 3D models are on the screen, 2D menus work fine.
Reproduction
Easy way to reproduce is to go into training mode.
System Information
- GPU: NVIDIA GeForce GTX 1080 Ti
- Driver/LLVM version: NVIDIA 535.54.03
- Kernel version: 6.3.9-arch1-1
- Link to full system information report
- Proton version: 1687882519 experimental-8.0-20230627
I confirm:
- [✅] that I have checked whether there are updates for my system available.
sf6-shader-lag-steam-1364780.log
Symptoms
Temporary game slowdown (drop to 0 framerate) occurs the first time a special move / animation with special effects is performed in game. The main game menu is also initially slow during its initial animation.
Reproduction
- Launch the game and enable shader cache warming in the options menu.
- Restart game and wait for shader cache warming to complete.
- Start a practice match as Ryu, try to throw a Hadouken. It works fine (no lag / stuttering).
- Exit the game and restart it.
- Start a practice match as Ryu, try to throw a Hadouken. At this point, there is significant lag and a frame rate drop to 0 during the first animation of the special move. Subsequent animations of the same special move work smoothly with no lag / stuttering.
Workaround
Using the launch command VKD3D_CONFIG=pipeline_library_app_cache %command% worked around this issue for me. After launching the game and allowing the shader warming to complete, the performance was consistently good even after relaunching the game multiple times.
Street Fighter 6 (1364780) : "Generic Xbox Pad" freezes Challenge Screen for 60 seconds
Issue transferred from https://github.com/ValveSoftware/Proton/issues/6916. @Dve89 posted on 2023-07-05T09:25:09:
Compatibility Report
- Name of the game with compatibility issues: Street Fighter 6
- Steam AppID of the game: 1364780
System Information
- GPU: AMD RX 6600
- Driver/LLVM version: Mesa 23.1.3-1 / LLVM 15.0.7
- Kernel version: 6.4.1-zen2-1-zen
- Proton version: experimental-8.0-20230627 (default)
- Input device: Snackbox Micro 2022, registered as "Generic Xbox Pad":
lsusb prompt:
0c12:0ef7 Zeroplus P4 Wired Gamepad(when connected as PS4 Pad)0c12:0ef8 Zeroplus Controller(when connected as Generic Xbox Pad)054c:0268 Sony Corp. Batoh Device / PlayStation 3 Controller(when connected as PS3 Pad)
I confirm:
- that I haven't found an existing compatibility report for this game.
- that I have checked whether there are updates for my system available.
Symptoms
When switching from Keyboard to Gamepad input, the video freezes when the Challenge Screen appears in online match making (sound clip: "Here comes a new challenger" and "Ranked Match" video).
After exactly 1 minute, the video continues, but game disconnects me from the match for inactivity.
When using "Generic Xbox Pad" (which is a Snackbox Micro), the bug appears as logged in this file: steam-1364780_bug.log
When using a keyboard, the bug does not appear, as logged here: steam-1364780_nobug.log
You can even reproduce the bug outside of real match making, but when previewing your Challenge Screen:
Fighting Ground -> Battle Settings (X)
-> Character Tab -> Update Character Settings (Y)
-> Customize Challenges Tab -> Full Screen Preview (Y)
The video clip does not fully play, because it stops mid-animation and I only see a few letters like: "R A N K E _ M _ T _ H ".
I have tried deleting the compatdata and the shader cache multiple times and rebuilt them, but that did not fix the problem.
The exact error message when the bug appears is the following:
21708.031:0140:023c:err:sync:RtlpWaitForCriticalSection section 0000020000197368 (null) wait timed out in thread 023c, blocked by 01e8, retrying (60 sec)
21709.472:0140:01cc:err:sync:RtlpWaitForCriticalSection section 0000000259D96140 "../src-wine/dlls/xinput1_3/main.c: controllers[0].crit" wait timed out in thread 01cc, blocked by 01e8, retrying (60 sec)
It times out the game for exactly 60 seconds: "blocked by 01e8, retrying (60 sec)" 0ef8 is the "Zeroplus Controller" (when Snackbox Micro is connected as Generic Xbox Pad)
edit:
The bug occurs when the arcade stick is being used in x-input mode (registered as "Generic Xbox Pad" 0c12:0ef8) and PS3-Mode (registered as "PS3 Controller" 054c:0268), but there are no problems in PS4-mode (registered as "Brook Univeral Fighting Board" 0c12:0ef7).
Reproduction
You need a keyboard and another peripheral in x-input mode, registered as "Generic Xbox Pad"
(in my case: Snackbox Micro 2022, 0c12:0ef8).
With the "Generic Xbox Pad", you trigger the bug like this:
Fighting Ground -> Battle Settings (X)
-> Character Tab -> Update Character Settings (Y)
-> Customize Challenges Tab -> Full Screen Preview (Y)
With keyboard input, the bug does not appear:
Fighting Ground -> Battle settings (R)
-> Character Tab -> Update Character Settings (T)
-> Customize Challenges Tab -> Full Screen Preview (T)
If you accept the match with your Keyboard and wait until the Challenge Screen is over, you can switch to Gamepad and continue to play without any error.
Replying to https://github.com/ValveSoftware/Proton/issues/6817#issuecomment-1595495268
$ sudo sysctl kernel.split_lock_mitigate=0
sysctl: cannot stat /proc/sys/kernel/split_lock_mitigate: No such file or directory
This unfortunately doesn't run on my Ubuntu Machine. The game runs 60FPS perfectly everywhere, except when an online match starts, even the win/lose animation and the intro anitmations are at 60FPS, but as soon as gameplay is starts in an online match, it locks to ~30 FPS.
I ended up having to add split_lock_detect=off to my GRUB config in order to resolve the split lock issue. Here are instructions for anyone else having this issue.
-
Open the GRUB configuration file. You'll need to use sudo to get the necessary permissions:
sudo nano /etc/default/grub -
Find the line that begins with
GRUB_CMDLINE_LINUX_DEFAULT. This line contains the boot parameters that are applied each time your system boots.It might look something like this:
GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" -
Add
split_lock_detect=offto the end of the parameters, inside the quotes:GRUB_CMDLINE_LINUX_DEFAULT="quiet splash split_lock_detect=off" -
Save your changes and exit the text editor. If you're using
nano, you can do this by pressing Ctrl+O followed by Enter to save, and then Ctrl+X to exit. -
After saving the changes to the GRUB configuration, you must update GRUB to apply these changes:
sudo update-grub -
Reboot your system for the changes to take effect.
sudo reboot
After your system reboots, the new kernel parameter should be in effect. After boot steam and try an online match. Should run at 60FPS now.
Replying to #6817 (comment)
$ sudo sysctl kernel.split_lock_mitigate=0 sysctl: cannot stat /proc/sys/kernel/split_lock_mitigate: No such file or directoryThis unfortunately doesn't run on my Ubuntu Machine. The game runs 60FPS perfectly everywhere, except when an online match starts, even the win/lose animation and the intro anitmations are at 60FPS, but as soon as gameplay is starts in an online match, it locks to ~30 FPS.
This sysctl option is added in kernel 6.2, so if you are on an LTS distro you probably don't have it yet.
Game is freezing for me when loading new matches (Not always). All I see on the logs:
jul 24 12:54:16 artorias kernel: umip: StreetFighter6.[3140] ip:165d43681 sp:571f7238: SGDT instruction cannot be used by applications.
jul 24 12:54:16 artorias kernel: umip: StreetFighter6.[3140] ip:165d43681 sp:571f7238: For now, expensive software emulation returns the result.
jul 24 12:54:16 artorias kernel: umip: StreetFighter6.[3140] ip:1606fab6c sp:571f7228: SGDT instruction cannot be used by applications.
jul 24 12:54:16 artorias kernel: umip: StreetFighter6.[3140] ip:1606fab6c sp:571f7228: For now, expensive software emulation returns the result.
jul 24 12:54:16 artorias kernel: umip: StreetFighter6.[3140] ip:162c1b4fa sp:571ff718: SGDT instruction cannot be used by applications.
Having the same issues as @alosarjos
6900 XT Output when crashed:
[24413.657790] amdgpu 0000:2f:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:3 pasid:32769, for process StreetFighter6. pid 1172524
thread vkd3d_queue pid 1172562)
[24413.657796] amdgpu 0000:2f:00.0: amdgpu: in page starting at address 0x000080009f54c000 from client 0x1b (UTCL2)
[24413.657799] amdgpu 0000:2f:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00301431
[24413.657800] amdgpu 0000:2f:00.0: amdgpu: Faulty UTCL2 client ID: SQC (data) (0xa)
[24413.657801] amdgpu 0000:2f:00.0: amdgpu: MORE_FAULTS: 0x1
[24413.657802] amdgpu 0000:2f:00.0: amdgpu: WALKER_ERROR: 0x0
[24413.657802] amdgpu 0000:2f:00.0: amdgpu: PERMISSION_FAULTS: 0x3
[24413.657803] amdgpu 0000:2f:00.0: amdgpu: MAPPING_ERROR: 0x0
[24413.657804] amdgpu 0000:2f:00.0: amdgpu: RW: 0x0
[24413.657808] amdgpu 0000:2f:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:3 pasid:32769, for process StreetFighter6. pid 1172524
thread vkd3d_queue pid 1172562)
I have been logged out and after logging in and trying to launch the game:
[24474.911149] [drm:amdgpu_cs_ioctl [amdgpu]] *ERROR* Failed to initialize parser -125!
Hello @matgd, please add PROTON_LOG=1 %command% to the game's launch options and attach the generated $HOME/steam-$APPID.log to this issue report as a file. (Proton logs compress well if needed.) Also, please copy your system information from Steam (Steam -> Help -> System Information) and the contents of Steam Runtime Diagnostics from Steam (Steam -> Help -> Steam Runtime Diagnostics) and put them in a gist, then include a link to the gist in this issue report.
@kisak-valve
- gist
- Proton log file steam-1364780.log
Maybe this extra info will help with the issue - I've tried playing with newest Mesa RC drivers to resolve this issue but after having no luck I've restored them to previous version (22.3.5).
Same match-load issues on Steam Deck. It seems to have coincided with the latest Street Fighter 6 update.
I experience the crash most often when loading into a ranked multiplayer match. The pre-match faces appear, then the screen fades to black, the match background music plays partially and then stalls (the introductory musical phrase loops), and the multiplayer match never loads. I've also experienced the crash in causal matchmaking, and when switching combo trial scenarios.
- gist
- Proton log file steam-1364780.log
Thanks for reviewing!
