Proton: Quake Champions (611500)

Created on 23 Aug 2018  ·  213Comments  ·  Source: ValveSoftware/Proton

I am requesting that Quake Champions be added to the white list. I have verified that it works via Steam Play. My Steam system info is here.

Game compatibility - Unofficial

Most helpful comment

@thirdeyefunction

And if an app is not working properly on some settings due to a missing feature or similar , that should not be in the whitelist.

Because whitelist represents " tested , somewhat Steam Certified " apps , at least for now.

All 213 comments

I get horizontal axis lock while moving my mouse at low speeds in Quake Champions with Proton.

Upgrading to the latest version of DXVK also almost doubled my performance.

Crashes for me at the menu loading (after warning screen)

https://gist.github.com/kwahoo2/e3c89a9b3798764991df3fc65bda4c2c

Did you played it actually? Afaik that game needs Stream Output which DXVK doesn't have.

@Leopard1907
IIRC reports were suggesting that it only uses the feature at higher settings, so that is why it may not be crashing for some. I can only get the game to work with DXVK on native Windows, and it didn't crash for me in that environment at least.

@thirdeyefunction

And if an app is not working properly on some settings due to a missing feature or similar , that should not be in the whitelist.

Because whitelist represents " tested , somewhat Steam Certified " apps , at least for now.

@Leopard1907
Agreed, just giving additional context.

I tried playing it but it crashed after sometimes with 2fps in the tutorial. Highest video settings on full HD.
Main menu works fine
OS: ubuntu 18.04.1
GPU: AMD RX 580
CPU: I5-4460
GPU driver: mesa 18.3.0
Game is installed on an NTFS hard drive. But other games don't have problems with it.

I have gone through the tutorial and so far I was able to play. I get some stuttering, but I think that is because I am using Intel graphics. I have a second laptop with NVIDIA that I am going to test on shortly.

I have +200 hours played, the game runs great. But since DXVK is not fully implemented yet, you will experience some crashes related to stream output: For more info see this.

The crashes happen 100% of the time on these 3 specific moments:
After loading the map "Lockbox"
After loading the map "Vale of pnath"
When the character/champion named "Sorlag" uses his ability: Acid spit.

And about performance, I recorded some videos.

UPDATE: I've recorded a new video, this time, using Steam for Linux.

The game works fine with ultimate settings with the exception to the Details Level in postprocessing it must be set to low otherwise i get crash after use a weapon.
I played tutorial and one multiplayer team death match.
Resolution:
2560x1440 at 60fps
ryzen 7 2700x
32GB ram
nvidia gtx 1070 Driver 396.51

using PROTON_NO_ESYNC=1 %command% seems to greetly reduce stuttering on quake champions.

using PROTON_NO_ESYNC=1 %command% seems to greetly reduce stuttering on quake champions.

I can't reproduce this.

Please make sure the shader cache is fully loaded. The game will stutter until you load every single map and model of the game into screen at least once. For this... You need to play the game for an hour or so maybe.

Need confirmation.

EDIT: Some videos without 1,2 and with 1, 2 esync .

I am not speaking about shader caching.
In tutorial's first room, with esync my mouse is not smooth and my framerate in unstable (and stutters from time to time) : 40 to 80 fps in that really simple room (I have not set any particular system conf for esync). And without esync, my mouse is really smooth, and my framerate is constant 90/110 fps.

I don't know why some people have no issues with esync, but I hope this can help anyone. (My system is archlinux, I have a gtx 1070, and in the game options Details and Post Processing are set to low to avoid crashed).

Ok, I tried playing it again with graphics on LOW and PROTON_NO_ESYNC=1 %command% in the launch option. First I did the tutorial which worked ok, it had some stutters because it needs to load the shaders. Then I queued for an online match where I just crashed to desktop in the loading screen, tried to rejoin but didn't work. Maybe something with the map?
I restarted and tried again which worked, played a full instagib deathmatch game with only some stutters at the start. (I won so it worked great)
system information: https://gist.github.com/thunder1410/76897c9bd211c74b30968baa4037ce96

@thunder1410 see this
@sigzegv the more cores your CPU have, the better performance you can expect from esync. I use Ryzen 1700, which has 16 threads, and when I play QuakeChampions I have a CPU usage of 75% or so in all threads.

I can't get the game to even get to the main menu, I always get this error and then it exit: https://i.imgur.com/snmuArf.jpg

https://gist.github.com/NoXPhasma/17aaaab0d5841d6a92dac4d184a9592f

Yeah, I get the same error as @NoXPhasma. If you run the game with wine-3.15, the error changes to "Error: timeout". Possibly the change is due to winhttp now using windows sockets resulting in slightly different behaviour.

Quake Champions (611500)/Doom DEMO (479030) not working with linux mint 19

Issue transferred from https://github.com/ValveSoftware/Proton/issues/1127.
@logan001 posted on 2018-09-01T11:57:15:

Quake Champions crash in different places. Last time i didn't get past the health warning.
But sometimes i get in the arena and even move a bit. Im guessing thats because someone kills me and game crash. Why i guess that? well the game loads the map horible therefor the game freeze a lot with each room/character it has to load. I have no clue why this happens in all games under wine.

Doom (Demo) i can only see it for a brief moment in process list but nothing the screen. Of course except 1st setup window with DX and whatelse.
I've tried a few more games to test proton. mostly the free to play ones since i dont have many games that works only on windows and dx10/dx11
None of the games i've tried worked. the one that i remember are ashses of singularity/path of exile
i've tried a few more but i dont rememeber. i just picked them up from store.

Any suggestions?

Edit: i've installed Tomb Raider Anniversary (old game) and its working. im guessing dx11/dx10 are not working

@Leopard1907 you're right, and this game requires Stream Output even on lower settings. It should however work with pretty much no issues once that is implemented.

@doitsujin sorry i'm confuse with your answer: the game should work but should not work cause its missing stream output? :)
Does somneon knows a game that is free with dx11 and its working with proton so that i can give it a try?
im pretty much sure at this moment that proton is a quite useless for me on dx10/dx11 games. Don't know what's wrong with it.

Hello @logan001, please copy your system information from steam (Steam -> Help -> System Information) and put it in a gist, then include a link to the gist in this issue report.

@kisak-valve here it is https://gist.github.com/logan001/bfff8843809ad5a7ca118e64c385c2c8
i've tried both version of proton currently available. same results with both
Edit: i have no clue how to add that link lol

This one keeps on crashing randomly for me. So annoying. Any suggestions on how to fix?

I play at 4k on a GTX 1080. I get 60fps with occasional dips to 45.

  • Play on low specs.
  • Avoid the maps Lockbox and Vale of pnath.
  • Avoid sorlag F skill.

It won't crash as long as you do that.

That game should not be in the whitelist and all hot-blooded Linux users should stop creating idiotic whitelist request.

Obviously , most of them are just booting the game , check menus etc. and call it a day.

@kisak-valve @Plagman Please ignore many whitelist requests like this. They're far from truth.

It can be white listed as soon as DXVK Stream Output is implemented, or the game implements native vulkan support (which is planned, but here's no date announced). Whatever it somes first.

Yet , there is no Stream Output anywhere and still that guy somehow requested that game to be whitelisted.

How is that normal to you?

Don't take me wrong, I agree with you.

@Zeioth Avoiding maps to not crash does not make it playable.

@JR1994 is this game really stable for you?

@alvarlagerlof like JR1994 Quake Champions is really stable for me too (as soon as soon details/post process are on low) so it could sound ok for some people to see the game whitelisted. But I also think a game must be whitelisted only if it doesn't need any tweaking or parameter concession (like here).

@sigzegv can you play the map lockbox or pnath? Can you use Sorlag’s ability? AFAIK these maps and ability cause a crash on all systems due to the limitations of DXVK as others have pointed out.

Can you confirm you can play these maps and use this ability? If you can, how have you achieved this?

On Sep 2, 2018, at 12:52 AM, sigzegv notifications@github.com wrote:

@alvarlagerlof like JR1994 Quake Champions is really stable for me too (as soon as soon details/post process are on low) so it could sound ok for some people to see the game whitelisted. But I also think a game must be whitelisted only if it doesn't need any tweaking or parameter concession (like here).


You are receiving this because you commented.
Reply to this email directly, view it on GitHub, or mute the thread.

I'm interested to know if anyone had been able to push up the settings, maybe some of them? I was able to play at 60fps4k for a while untill it crashed.

I just finished playing a game. Besides some stuttering in graphics the game did not crash on me. My steam info for my NVIDIA laptop is here

@JR1994 were you able to play the maps lockbox or pnath or use sorlags F ability? These maps and abilities cause a crash on all systems. Please load those maps and tell us your results.

On Sep 2, 2018, at 12:52 PM, JR1994 notifications@github.com wrote:

I just finished playing a game. Besides some stuttering in graphics the game did not crash on me. My steam info for my NVIDIA laptop is here


You are receiving this because you commented.
Reply to this email directly, view it on GitHub, or mute the thread.

just managed to get this running on my amdgpu setup after much debugging. lockbox unfortunately crashes as others have reported but other than those known crashing maps it's working great

so yeah, while it's playable as long as you avoid the crashing maps, it's definitely not ready for whitelist

I use these launch options: PROTON_NO_ESYNC=1 RADV_DEBUG=syncshaders %command%

PROTON_NO_ESYNC=1 to prevent prevents constant stuttering after 30+ mins of gameplay

RADV_DEBUG=syncshaders fixes gpu hangs with certain champs

EDIT: updating to vulkan-radeon-git and lib32-vulkan-radeon-git fixed the above issues and now I can run just fine with no launch options

  • os: arch linux x86_64
  • gpu: r9 270x (pitcairn)
  • kernel: 4.18.5-arch1-1-ARCH

the kernel has amdgpu.si_support=1 amdgpu.cik_support=1 and
I'm running mesa-git and llvm-svm

$ glxinfo | grep -i devel
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.3.0-devel (git-2c1f249f2b)
OpenGL version string: 4.5 (Compatibility Profile) Mesa 18.3.0-devel (git-2c1f249f2b)
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 18.3.0-devel (git-2c1f249f2b)
$ glxinfo | grep -i pitcairn
    Device: AMD Radeon(TM) HD 8800 Series (PITCAIRN, DRM 3.26.0, 4.18.5-arch1-1-ARCH, LLVM 8.0.0) (0x6810)
OpenGL renderer string: AMD Radeon(TM) HD 8800 Series (PITCAIRN, DRM 3.26.0, 4.18.5-arch1-1-ARCH, LLVM 8.0.0)

proton version: 3.7-5 beta

@Francesco149 PROTON_NO_ESYNC=1 is only necessary if your CPU doesn't have enough cores to make the game run smoothly.

@Zeioth i know, and i have a i7-4790k which should be able to benefit from esync but i've experienced severe stuttering after playing for ~30 mins which persists until i restart the game. after disabling esync I was able to play for hours without encountering the problem. cpu usage looked normal too. no idea, this is just what works best for this game on my config

@Francesco149 How about graphics? Are you playing at low or something else.

My computer was able to handle high in Proton, but then crashed after 30 seconds in game.

Stream output issue

This should fix those two maps and that attack right? And will it allow higher graphics settings?

@alvarlagerlof yeah I play on low and 50% resolution since my gpu is barely within the game's specs. no idea if the high settings crashes are related to stream output or not, hopefully they are so when the extension lands the game will be ready for whitelisting

@Francesco149 Was more interested if it was crashing on higher settings rather than if fps was ok.

@JR1994 How about you? Can you run with some settings on more than low without crashes?

@sigzegv I am also on Arch, you may be affected by that issue, there is a fix too: https://github.com/ValveSoftware/Proton/issues/32

With the latest update, network connection has been broken to Quake Champions (and yes, I have checked that it's not the servers). I've tried both 3.7-5 Beta and 3.7-3. I've tried reinstalling, tried deleting the compatdata folder, and even tried completely reinstalling the game. I've turned off ESYNC, and nothing has yet to come of it.

The game still boots just fine, just that I can no longer connect to the Bethesda servers, therefore rendering the game unplayable.

Log: steam-611500.log
Any assistance is appreciated.

Gist (copied from Steam): https://gist.github.com/SteveHeist/1f51e113d17ac6bb8224c70a926d6508

Because my other thread got shut down, I'm going to Copy-Paste it all here:

Compatibility Report

  • Name of the game with compatibility issues: Quake Champions
  • Steam AppID of the game: 611500

System Information

I confirm:

  • [Y] that I haven't found an existing compatibility report for this game.
  • [Y] that I have checked whether there are updates for my system available.


steam-611500.log

Symptoms

Game refuses to connect to servers on latest update - worked nearly flawlessly on previous update.

Reproduction

It should be as simple as installing the game and trying to run it.

For expedience's sake, and trying to see if there's any way of fixing this quick, I combed through the above log and made a sort of "highlighted points" segment.

Log Excerpt-611500 Sept. 6, 2018.txt

There is an older "whitelist" request from the last update that might be worth noting. I have already made a comment there, but wanted an updated one to specifically mention the error revolving around the new update to the game.

https://github.com/ValveSoftware/Proton/issues/225

I am experiencing the same exact issue (it is reported as "Error 103" by the game).

My system info: gist
Log (I turned on +winsock option in WINEDEBUG): steam-611500.log

There are several winsock warning in there:

  35444.437:0008:004f:warn:winsock:wsaErrno errno 115, (Operation now in progress).

or

  35444.603:0008:004f:warn:winsock:WS2_recv_base  -> ERROR 10035

Also, some warning about possible leaks on thread release.

In a move seemingly dedicated to the concept of flipping tables, the current Lutris install script does work, and it seems the acid doesn't cause as much of an issue in it.

I think Proton just needs some updates. @kisak-valve Is there any timetable for a Proton 3.8 employing DXVK 0.71 or later? Considering that's what changes with the Lutris install.

I am also getting the network unavailable error.

On Thu, Sep 6, 2018 at 5:34 PM SteveHeist notifications@github.com wrote:

In a move seemingly dedicated to the concept of flipping tables, the
current Lutris install script does work, and it seems the acid doesn't
cause as much of an issue in it.

I think Proton just needs some updates. @kisak-valve
https://github.com/kisak-valve Is there any timetable for a Proton 3.8
employing DXVK 0.71 or later? Considering that's what changes with the
Lutris install.


You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/ValveSoftware/Proton/issues/225#issuecomment-419283792,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AFHmIEmLGpTXo3qwFiPL_6xvflV_47Qdks5uYb8TgaJpZM4WI5Wd
.

Me too, no way to connect anymore...

I have the same issue since the last update. I've opened a thread on the official Reddit. You can report there too.

Yep, same thing here. Steaminfo: https://github.com/mprelec/steam-system-specs.

Just tested with Lutris myself - game works with wine 3.15 + esync.

Just in case incompatibility was caused by a discrepancy between winsock in wine-3.15 and wine in proton 3.7, I backported two winsock related patches from a newer version of Wine and compiled Proton myself (this did not fix the "error 103" in QC).

Rebasing all the patches from proton_3.7 branch on top of newer Wine release is definitely not trivial (~200 patches and non-trivial conflicts start to appear around patch 30). @kisak-valve - do you have some policy on syncing up with upstream changes in wine? Like e.g. you prefer merges or rebases? Would you accept community help with syncing with upstream?

I've tested what dreamer wrote and I can confirm the game is playable on wine but not on proton (since the last update of the game).

just in case, there is a similar problem but with error code 1501 in Bethesda launcher and QClauncher -https://github.com/syncore/qclauncher/issues/14

Still broken on 3.7-6 Beta. Just noting. @kisak-valve

Update - still broken on 3.7-7 Beta.

If you are getting error 103 upon launching the game, try to create a symlink /usr/lib/libgnutls.so.26, which is pointing to /usr/lib/libgnutls.so. That fixed it for me. I'm using Proton 3.7-7 Beta.

libgnutls.so.26 should be part of of Steam runtime. What's going on?

@Shink0 doing that thing can result in random crashes. The number 26 there means ABI version. It is not guaranteed to be compatible with your host GnuTLS.

@nanonyme I'm aware of that. What still boggles me is why it calls the shared libary if it's apparently already included in the Steam-runtime?

@Shink0 How and where do i create that symlink?

Sounds like a bug to me

You create a symbolic link with ln -s TARGET LINK_NAME. So in this case you run ln -s /usr/lib/libgnutls.so /usr/lib/libgnutls.so.26.
However, as pointed out by @nanonyme, this method is not recommended because versions may differ from host to host and this can cause stability issues.

@Shink0 So I should wait for valve? Do you have any idea how long it might take for them?

If I do creat that link an decide to go back, do I just remove it? Could it break my entire system or just some apps? Ubuntu 18.04

@alvarlagerlof As long as you don't remove anything other than the symlink itself, you should be fine.

@Shink0 Thanks! Created a symlink /usr/lib/x86_64-linux-gnu$ sudo ln -s libgnutls.so.30.14.10 libgnutls.so.26 (Ubuntu 18.04.1) and i'm able to play again (Proton 3.7.7 Beta).

Also PROTON_NO_ESYNC=1 RADV_DEBUG=syncshaders in launch option remove the stuttering during game for me (i5 3570/RX580/Mesa 18.2.1).

@Shink0 @withoutaface I don't seem to have the library at all. ls /usr/lib/ | grep libgnu gives me nothing at all.

It's not supposed to be in your /usr/lib. It's supposed to be inside your Steam runtime. Steam is supposed to pass the load paths to Steam runtime through LD_LIBRARY_PATH. There's something going on here we need Valve developers to answer

@nanonyme Yeah I know, was just trying to find a temp solution.

@alvarlagerlof On my distribution it's inside the subfolder "x86_64-linux-gnu" (in /usr/lib). As a temporary solution i use the symlink as posted above.

@Shink0 @withoutaface I don't seem to have the library at all. ls /usr/lib/ | grep libgnu gives me nothing at all.

It might be in /usr/lib64 (although /usr/lib is commonly symlinked to /usr/lib64). Otherwise, you might need to install gnutls.

Worked for me too:

sudo ln -s /usr/lib/libgnutls.so.30.14.11 /usr/lib/libgnutls.so.26

Depending your OS, you might need to change 30.14.11 for your highest avaliable version. You can check it with the command

cd /usr/lib/ && ls | grep libgnutls.so

On Ubuntu the lib directory is on a different place, so, run this instead:

sudo ln -s /usr/lib/i386-linux-gnu/libgnutls.so.30.14.10 /usr/lib/i386-linux-gnu/libgnutls.so.26
sudo ln -s /usr/lib/x86_64-linux-gnu/libgnutls.so.30.14.10 /usr/lib/x86_64-linux-gnu/libgnutls.so.26

@withoutaface Works now! Thx.

I can launch this now, but it crashes all the time, more so than before, even on the maps that should work.

So real issue here is that libgnutls.so.26 is in some way broken and using *.30 instead solves the problem.

It seems like wine compiled in steam runtime environment always prefers libgnutls.so.26, even if newer version is installed in OS and loaded by QuakeChampions.exe process (probably because it's the only version provided by runtime at the moment).

If you don't want to modify your /usr/lib or /usr/lib64 (and you should not), then following fix works as well:

$ cd $HOME/.local/share/Steam/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/
$ cp /usr/lib64/libgnutls.so.30.21.0 .
$ unlink libgnutls.so.26
$ ln -s libgnutls.so.30.21.0 libgnutls.so.26

Any libgnutls.so.30.x will work, and copy from /usr/lib if your distribution stores 64-bit .so's in there.

Given the choice of potentially breaking your OS and potentially breaking your local Steam runtime, I prefer to potentially break runtime ;).

@kisak-valve should we report this bug against Proton or against steam-runtime?

As said, using 30 with application compiled against 26 can result in crashes. It might beneficial to run ldd on wine to know what it actually links against (assuming this dependency comes from there)

@nanonyme yes - replacing library in this way is an ugly hack, so use it at your own peril.

wine does not link against gnutls, it loads it dynamically at runtime. I think (not 100% sure) all symbols used by wine exist both in soname .26 and .30 (.26 is extremely old to be fair).

If someone wants to follow up and check gnutls binary compatibility, then here are trackers: old, new. Steam runtime uses gnutls in version 2.12.14

Right, sounds like there could also be a bug then that Wine is not in fact trying to load libgnutls.so.26 but libgnutls.so and doing some crazy magic to support multiple ABI's (but not 26)
libgnutls.so is a symlink to 26 in Steam runtime but (probably) 30 in your host
Note that this doesn't explain why adding libgnutls.so.26 to your host would help

If you're going to tinker with symlinks in the steam runtime, it's less chaotic to add symlinks to the .../ubuntu12_32/steam-runtime/pinned_libs_* folders, which if something goes wrong, you can delete the pinned_libs_* folders and restart steam to regenerate them.

@kisak-valve where's the logic to generate the pinned libs located in, btw?

Look for function pin_newer_runtime_libs () in the user's steam.sh.

I'm doing the symlink workaround now inside the ubuntu12_32/steam-runtime/pinned_libs_64 and it's fine and can be done with user permissions.
However both ways doing the workaround result in dirt rally not starting anymore. Only downside i noticed so far.

@withoutaface that is not at all surprising. The workaround involves lying that one library is another library

This can be worked around in Proton by loading the SOs with a hard-coded list of names and resolving any version differences in code. We do this for CrossOver. It would be better to update the runtime, but I think that's a long-term problem.

@aeikum why doesn't it use the system libgnutls.so in this case? Or rather, why does it explicitly try to load gnutls28 if it doesn't support it?

The Steam runtime ships v26, and Wine is written to load only the version is it built against. See dlls/bcrypt/gnutls.c:gnutls_initialize for one example. configure sets SONAME_LIBGNUTLS=libgnutls.so.26, so it tries to load v26, which isn't available on the system, and it falls back to the runtime version.

We would have to add changes to Proton to allow it to allow it to dlopen other versions of gnutls. Like I said, we do this in CrossOver, so it would be easy to pull from the CrossOver source, but that simply hasn't been done yet.

Hmm, I'm still missing something. libgnutls.so.26 should totally be available on the system inside Steam runtime. Why doesn't it gracefully fallback and why are some users seeing errors?

@nanonyme For what's it worth (I can't test right now). When I try lsof -p <pid> | grep gnutls on QuakeChampions.exe running, I get both .26 and .30 loaded, but .26 from steam runtime is ALWAYS first one, unless I mess with links in /usr/lib64. To me it seems like order of preference is: .26 first (because it was compiled against it) - preferring host .so, then steam runtime .so, then looks for fallbacks. .26 is always found in steam runtime, so that one is used.

@nanonyme Just spitballing here but it might be that v2.6 is too old.

If this is any indication, that version is from 2008.

@dreamer that also sounds correct. If it was built against gnutls26, it should work with gnutls26. As @aeikum said, it's actually using proper soname that it got through configure. If it does not in reality support gnutls26, why wouldn't it break at build time?

@nanonyme The issue is not with wine, problem lies in gnutls. Both solutions (patching wine, as @aeikum mentioned, and updating steam runtime) are acceptable. Personally, I think providing newer version of gnutls in steam runtime is preferable, as it would solve the issue for all Proton users (and probably for some game devs as well).

IMPORTANT UPDATE: Steam output is been implemented into DXVK. Quake Champions can be marked now as fully compatible with proton.

More info: https://github.com/doitsujin/dxvk/issues/695

I still have error 103, but that's because I refuse to do the symlink.

Otherwise, whitelist away!

@SteveHeist that error is related with SteamPlay, not with QuakeChampions. As stated here.

@Zeioth : I can start the game fine with proton and dxvk, but i am also stuck at the "connection error 103" like @SteveHeist

same error 103

I still get an additional "Error: Timeout" error that is seen even after working around the gnutls error. This occurs with vanilla Wine and Proton, and with the Bethesda Launcher and third party qclauncher (both with Wine-3.17 and Wine-staging-3.17). In the latter cases the errors are something like "Error getting product info", and "Received an unexpected response when verifying login information". This is of course while using correct login information.

This error appears to be the problem stated in this comment just with a slightly different error message.

@Zeioth you can just symlink liibgnutls.so as libgnutls.so.26, you dont need your specific version as libgnutls.so points to whatever version you have (tested and working here). as long as you have -some- 64 bit version of libgnutls installed it should work.
Working using Arch with
steam-native-runtimes installed,
ln -s /usr/lib/libgnutls.so /usr/lib/libgnutls.so.26
running steam-native, proton 3.16-beta.

@Zeioth I have a (reproduceable) strange behavior with Proton 3.16-1 beta on my system.
Without PROTON_LOG=1 in launch options the game will crash immediately not opening any window.
So PROTON_LOG=1 PROTON_NO_ESYNC=1 RADV_DEBUG=syncshaders %command% is working fine for me, PROTON_NO_ESYNC=1 RADV_DEBUG=syncshaders %command% is crashing. I have no clue why this is happening.

@Zeioth In 3.16 you are probably experiencing problem with libstdc++.so.6; for possible workarounds see #1730 Let's hope devs will release fix for this soon.

@dreamer thanks for sharing this. So for me STEAM_RUNTIME_PREFER_HOST_LIBRARIES=1 or PROTON_LOG=1 are both working as workaround.

I thought STEAM_RUNTIME_PREFER_HOST_LIBRARIES defaulted to 1 if not set.

Played Lockbox and Vale of pnath using sorlag + ability and it worked without crash :) Awesome!
(Im using Mesa 18.2.2 + default Proton 3.16-1 beta + qc settings low)

I have an error when connecting to server before menu

@leillo1975 If it's code 103 you need the symlink workaround as posted above.

This is my steam qc launch options to create and remove the symlink exclusive for quake champions (and only in the steam runtime folder with user permissions)
ln -s ~/.steam/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/libgnutls.so.30.14.10 ~/.steam/ubuntu12_32/steam-runtime/pinned_libs_64/libgnutls.so.26 && STEAM_RUNTIME_PREFER_HOST_LIBRARIES=1 PROTON_NO_ESYNC=1 RADV_DEBUG=syncshaders DXVK_HUD=1 %command% && rm ~/.steam/ubuntu12_32/steam-runtime/pinned_libs_64/libgnutls.so.26

Note that you have to copy your system version of libgnutls.so.30 from /usr/lib to steam-runtime/amd64/usr/lib/x86_64-linux-gnu first and of course adapt my personal launch options to your system / file version of "libgnutls.so.30.14.10"

However playing with libs and symlinks is a risk and i remove it immediately because it's affecting game start of dirt rally

Thought I'd chip in as an nVidia user. Proton 3.16-1 beta + driver 396.54.09 exhibits none of the previous crashing and overall runs beautifully. It's starting to look like a real whitelist candidate once the libgnutls stuff gets fixed.

ok, how do i restore the original runtime? :) whats the libgnutls.so.26 originally linked against? against libgnutls.so.26.21.8 ,thats also inside the runtime folder?

stat libgnutls.so.26 in ~/.local/share/Steam/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu

should show that

edit: yeah got it already, its against libgnutls.so.26.21.8

I've applied the radv patchset from https://patchwork.freedesktop.org/series/50968/ and confirmed that the crashes are indeed gone here's me staring at sorlag's skill effects https://i.imgur.com/EZE5DAt.jpg (sorry about the low res, I'm on a GPU that's below the specs and barely supports vulkan).

didn't manage to find a lockbox/pnath match yet but most likely fixed as well.

for anyone interested who uses arch, you can use my patched mesa https://aur.archlinux.org/packages/mesa-transform-feedback-git/

os: arch linux x86_64
gpu: r9 270x (pitcairn)
kernel: 4.18.13-zen1-1-zen
proton 3.16-1 beta

by the way, high settings don't crash anymore either. I'd say as soon as the gnutls stuff is sorted out this could be whitelisted, nvidia support for this extension has already landed in the latest drivers and the radv patches for amd users will probably land soon

Personally think this needs to wait until any amdgpu/radv fixes are available in the majority of distros. The crashes caused by this game are pretty severe. In my case, I've had to hard boot my computer several times, and in one case, I had to reboot my router because my desktop couldn't resolve an IP for some reason after one of these crashes, over WiFi or wired connection -- I found the router reboot fix, but just "trying something" after finding no problems with my network config on the computer itself.

Been playing for the past few days and having a blast. I had to build mesa with transform-feedback patches and link /usr/lib/libgnutls.so to /usr/lib/libgnutls.so.26 so i don't get 103 error. Playing on low while having 90-120 fps on average with dips down to 60-70 during heavy fights. First few hours were a bit annoying because the game has huge amount of shaders to compile. If anyone wants my dxvk state cache:
QuakeChampions.dxvk-cache.zip ( it goes into ~/.steam/steam/steamapps/shadercache/611500/DXVK_state_cache/) ; i specifically clicked through various item sets and attachments with in-game shaders so they would compile and played all but one map i believe.

I still get a crash when clicking "Watch Browser" tab in the game tho.

CPU: Ryzen 5 1600x
OpenGL renderer string: Radeon RX 560 Series (POLARIS11, DRM 3.26.0, 4.18.14-1-ck-zen, LLVM 8.0.0)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.3.0-devel (git-ff281e6204)
Proton 3.16-2 beta

@rserkov On Lutris, the installer is distributed with a dxvk state cache, so the shaders should load faster.

@Zeioth mine is at 9.4M now, on lutris it is 7.3M. Also not really a fan of Lutris :) I only play a few games and since proton steam is all i need.

Whitelisting with error 103 seems bad. Why not wait until that is done @Zeioth

@alvarlagerlof I agree. Problems in steam-runtime can take from weeks to several months to be fixed. I advise everyone to use the Quake Champions Lutris installer meanwhile. That one works correctly.

@alvarlagerlof I agree. Problems in steam-runtime can take from weeks to several months to be fixed. I advise everyone to use the Quake Champions Lutris installer meanwhile. That one works correctly.

Thanks for the feedback. Also can you tell me if Wine 3.18 prevents your settings from being saved ?
Each time i try to save game settings, Video saves, Sound saves, but not Input.

Can't launch under Linux Mint 19 x64
1
screenshot at 2018-10-28 00-11-39

@r3d9u11

Are you Proton 3.16.3 beta? If not , switch to that.

Game boots for me , Mint 18.3.

Sadly you won't be able to do a match until gnutls issue solved but that is work in progress.

@Leopard1907 I tried 3.7 and 3.16.3-beta without success :(
I'll try on Mint 18.3 a bit later (maybe something wrong on 19), too

Where I can found any debug information of game launching process?

@r3d9u11 there are two possibilities:

1) You are not using Proton 3.16.3 (or upper)
2) Your are not using the latest avaliable version of your drivers.

Read this guide in case you need more help.

For the gnuTLS workaround, in one liner that gives:
ldconfig -p|grep libgnutls|cut -d ' ' -f 4|head -n 1|tr -d ' '|xargs -I {} sh -c 'ln -s "$1" ~/.steam/steam/ubuntu12_32/steam-runtime/pinned_libs_64/libgnutls.so.26' - {}

@Bumbadawg hasn't there already been more than enough workarounds in this thread?

103 error fix for actual debian stable (9.5 amd64)
sudo ln -s /usr/lib/x86_64-linux-gnu/libgnutls.so.30.13.1 /usr/lib/x86_64-linux-gnu/libgnutls.so.26

The game has updated with a 3.8GB patch and now works without fixes and workarounds. I recorded a video for our Youtube channel where you can see it running out-of-the-box:
https://youtu.be/iEAEEnCQu_o

Yes , i tried that as well works out of the box. I'm on 3.16-4 beta and Nvidia 396.54.09

For me it still gives me a timeout, with and without the linked library.

Proton 3.16-4
Sysinfo: https://gist.github.com/NoXPhasma/9ed85e6b0602b656c812acd013ee121f

For me it still gives me a timeout, with and without the linked library.

Proton 3.16-4
Sysinfo: https://gist.github.com/NoXPhasma/9ed85e6b0602b656c812acd013ee121f

I see you use Linux Mint. This SO gives a lot of problems with Steam Play. Can you try it with other distro?

The game continues to have a lot of stuttering, especially at the beginning of the game, but also during it. I think it's an aspect to polish now that we can connect and play.

Stutter is caused by shader compilation, this game is rather extreme in that regard.

@leillo1975 Two things:

1) If you can, install the game using Lutris, I included a pre-compiled shader cache in the installer.
2) I also wrote a performance guide for Quake Champions. It will probably help.

For me it still gives me a timeout, with and without the linked library.

Proton 3.16-4
Sysinfo: https://gist.github.com/NoXPhasma/9ed85e6b0602b656c812acd013ee121f

Same, here but using Gentoo. It's never worked at any point for me, either with vanilla Wine or with Proton.

@thirdeyefunction @leillo1975 what exact version(s) of libgnutls do you have installed (version, architecture, abi and file locations)? When running in vanilla Wine (which version?) - do you use 32-bit prefix or 64-bit prefix? On Gentoo - what were emerge options for libgnutls?

what exact version(s) of libgnutls do you have installed (version, architecture, abi and file locations)?

Gentoo AMD64
net-libs/gnutls-3.5.19-r1 cxx idn nls openssl seccomp tls-heartbeat zlib /usr/lib64/libgnutls.so.30.14.11 /usr/lib32/libgnutls.so.30.14.11

64-bit prefix with vanilla Wine. Have tested with many versions of Wine both vanilla Wine and staging, ranging from 3.10 to 3.20. Most recent version tested was 3.20 staging.

Was anyone able to successfully run this on 415.* nvidia drivers?

Yes, they work correctly.

This game has some significant graphical problems on loading screens. This is even a bit ironic as this happens at the seizure warning screen too:

https://cdn.discordapp.com/attachments/457747189616214019/524176774192693249/quackchampions001.webm

It often fails to load matches with something that seems a timeout. When it works sometimes looks like all textures are removed briefly and then they return, but the result is mostly positive. I still did not have enough courage to try to play a match, I tested only the tutorial.

I may be pushing too hard, even with everything but resolution set at minimum it is still pretty demanding.

Hello @FurretUber, it may be worthwhile to also mention your rendering issue to your video driver vendor if it has not been already.

I reported the bug at https://bugs.freedesktop.org/show_bug.cgi?id=109076

I added some new information there, as what seems to be a failure related to Transform Feedback and a screenshot showing the problem of no textures.

Oh, if your issue is about transform feedback, it may just be simple missing support. The vulkan transform feedback patches for ANV haven't landed yet.

Newest iteration of tracking it at https://gitlab.freedesktop.org/mesa/mesa/merge_requests/2.

I have applied the patches on Mesa 18.3.1 and unfortunately I faced exactly the same problems in-game: flickering on load and textures blinking in game play.

The only difference I noticed when using Mesa with Transform Feedback is the error message:
err: D3D11: CreateGeometryShaderWithStreamOutput: Rasterized stream not supported
at QuakeChampions_d3d11.log.

I will upload the log files here, maybe they have more meaningful messages:

QuakeChampions_d3d11.log

QuakeChampions_dxgi.log

steam-611500.log

STATE: Ready to be whitelisted

CONSIDERATIONS:

  • The game should be distributed with a pre-filled DXVK shader cache. Otherwise players will experience heavy stuttering during the first hours of gameplay.

@r3d9u11
Had the exact same problem, when I installed vulkan, made it through the opening titles and loading screen, then crash again (but that can be due to my budget pc).

https://linuxconfig.org/install-and-test-vulkan-on-linux

What was a questionable experience previously now became a complete disaster: I can no longer play the game. It allocates so much memory to video that the computer has no memory available to the game.

As both the game and Steam Play updated, I can't say exactly what cause the problem. Previously the game allocated 1 GB of video memory and the game used the remaining memory. It was not the greatest experience, but it was playable.

Now it allocates 6 GB exclusively for the video! Then the game tries to load additional data to memory and the game ends crashing because it used 4 GB of swap. The image below shows intel-gpu-overlay showing its very high memory usage:

intel-gpu-overlay

Edit 1: I downgraded Proton to 3.16-4 and faced the same problem: it loads so much video memory the game has not enough memory to use, so it seems it was a change in the game.

I tried to add a configuration file to DXVK with the following content:

dxgi.maxDeviceMemory = 64
dxgi.maxSharedMemory = 1024
dxvk.allowMemoryOvercommit = False

The game log shows the following:

info:  Found config file: /home/usuario/dxvk.conf
info:  Effective configuration:
info:    dxvk.allowMemoryOvercommit = False
info:    dxgi.maxDeviceMemory = 64
info:    dxgi.maxSharedMemory = 1024

So the file was found and the configuration set, but it did not work for this game as it tried to allocate all the memory again. Is there a way to truly limit maximum video memory?

@FurretUber that's not a linux issue, it's a performance problem in the game, introduced in the last patch. It should be fixed during the next weeks.

The game continues to have a lot of stuttering, especially at the beginning of the game, but also during it. I think it's an aspect to polish now that we can connect and play.

@leillo1975 @Zeioth Agreed, the application now appears to work as expected once all shaders are cached (tested on Ubuntu 16.04 LTS)

Steam System Information

If someone is able to figure out where does the game store shaders inside it's pak files we might be able to just write an app to force dxvk cache-prewarming at startup instead of going through "couple of hours of stuttering gameplay"

@theli-ua

/home/username/.steam/steam/steamapps/shadercache

You need state cache for it.

@Leopard1907 this is what gets generated when you actually run/play the game, isn't it?
What I meant are the source HLSL shaders the game compiles at runtime (that are actually get cached by DXVK when it does that)

@leillo1975 @Zeioth Agreed, the application now appears to work as expected once all shaders are cached (tested on Ubuntu 16.04 LTS)

That problem has been addressed in the last beta of Steam (since some minutes ago). It was the last known issue of this game. Ready to be greenlighted.

steam-611500.zip
any ideas why I can not get my r9 290 to run ? game crashes just after intro

~1.5 gig ram used out of 32 gig

mesa-vulkan-drivers is already the newest version (19.0~git1901190730.6ca652~oibaf~b).
Linux aio 4.20.0-042000-generic

Hello @MasterCATZ, give #813 a read.

There's bunch of failed texture and memory allocations and

INTEL-MESA: warning: Haswell Vulkan support is incomplete

which indicates that the Intel chipsets is being used.

I am no long getting random crashing which is great, but I'm still getting significant stuttering in game which is making playing well hard on Steam Beta, up to date. I've tried Lutris as well but not noticing much difference. FPS is usually around 60 fps (limited in settings to 65) solid but then it'll stutter, often going into another area or after enemy appears and then the FPS drops to about 45 (i guess as an average for that time it's stuttered) over the second or two.

nvidia gtx 1050 ti (mobile) 3GB
core i9-8950HK
32 GB of RAM
nvidia driver 415.27
proton 3.16-6 Beta
latest quake champions
linux 4.20 (Ubuntu 18.10) with linux-firmware 1.176

it reports INTEL-MESA regardless if on-board is enabled or disabled , it should be using the R9 290 and the GPU usage goes 100%

I'll try tinkering with the grub settings for Sea Islands

how ever needing to run with mesa drivers , every-time I install the amdgpu ones the system fails
last attempt (amdgpu-pro-18.50-708488-ubuntu-18.04) and any kernel higher than 4.16 failed to build

Currently Kernel driver in use: radeon ( let see what reboot does )

05:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Hawaii PRO [Radeon R9 290/390]
Subsystem: Advanced Micro Devices, Inc. [AMD/ATI] Hawaii PRO [Radeon R9 290/390]
Kernel driver in use: radeon
Kernel modules: radeon, amdgpu
05:00.1 Audio device: Advanced Micro Devices, Inc. [AMD/ATI] Hawaii HDMI Audio [Radeon R9 290/290X / 390/390X]
Subsystem: Advanced Micro Devices, Inc. [AMD/ATI] Hawaii HDMI Audio [Radeon R9 290/290X / 390/390X]

EDIT

THANK YOU

05:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Hawaii PRO [Radeon R9 290/390]
Subsystem: Advanced Micro Devices, Inc. [AMD/ATI] Hawaii PRO [Radeon R9 290/390]
Kernel driver in use: amdgpu
Kernel modules: radeon, amdgpu
05:00.1 Audio device: Advanced Micro Devices, Inc. [AMD/ATI] Hawaii HDMI Audio [Radeon R9 290/290X / 390/390X]
Subsystem: Advanced Micro Devices, Inc. [AMD/ATI] Hawaii HDMI Audio [Radeon R9 290/290X / 390/390X]

It seems something broke in kernel 4.20 as that will not load amdgpu ,
but 4.19.16-041916 is working :P
I can finally get into the main menu :D

but game hangs on mapload
steam-611500amdgpu.zip

18.04 LTS, kernel 4.18, Nvidia 390.77 - "Application stopped working" error reporting screen on startup.

Exact same behaviour on i7-7820HQ/16GB/Quadro M1200 and i7-7700HQ/16GB/GTX1050; same when switching Prime to Intel HD 630.

Edit: just tried 396.54, 415.27 and mesa-vulkan-drivers too. Same result. Doesn't look like something ready for whitelisting at all.

Hi, there is one issue that has been staying with QC on Linux for a while, even before Proton, i think it's wine related and not DXVK related: i can't set textures to ultra but high only. I have a GTX 1070 8GB VRAM, nvidia-418 (tried on all previous drivers, beta and such since 390). Got 16GB of RAM. On Win10 no issues. I remember once i could set to ultra in some wine-staging version but it failed again after a while. Still the case to this day. Anyone has got the same issue ?

EDIT: tested with proton 4.2-1

@pandasauce Try running sudo vulkan-cube or sudo vulkaninfo before launching the game. There's a bug in some driver releases where Vulkan needs to be "initialised" first before the game will load.

@Bumbadawg I've never been able to get this working since I started trying to play this game at the beginning of the year.

I was previously running nvidia 418.56 and Ubuntu 18.10 with vulkan and vulkan-tools installed and the mainline kernel 4.20. There was some update to the DXVK related components and the game stuttering stopped completely.

This may also be related, but I had been using gamemoded from feral, and launching QC with the LD_PRELOAD=$LD_PRELOAD:/usr/\$LIB/libgamemodeauto.so.0 %command% command in the Set Launch Option properties of QC in steam. In any event, if you're running Ubuntu 18.10 or earlier, try gamemoded from feral, along with 418.56 and launch the daemon before the game to see if the stuttering improves for you.

FeralInteractive/gamemode and the getting going on Ubuntu, install gamemoded using apt install gamemoded, the man page is here

I just upgraded to Ubuntu 19.04, and now have the same driver 418.56, the vulkan package itself has been seemingly deprecated (not available for 19.04), but Vulkan games still appear to work after installing all packages containing vulkan from the Graphics PPA, however the game stuttering has returned. gamemoded appears to not work when launching QC for some reason that I haven't quite figured out yet.

I tracked my laptop temps to ensure nothing was "overheating", but you can certainly see at various stages the GPU backs off in temp substantially when the the framerates drop in game:
image

I created a script I run before gaming on my Dell XPS 9570 which has a i9 CPU and a GTX 1050 Ti. The script does the following:

  • Stops the thermald service, which can cause high amounts of stuttering as it clamps the CPU to as low as 800 MHz when it detects the CPU is getting too hot
  • Set the nvidia driver to run in maximum performance mode
  • Initialises all power controls to auto on all devices
  • Set the maximum turboboost frequency to 70% (3.4 GHz instead of 4.8 GHz) to prevent the CPU getting too hot and leaving thermal room for the GPU to run at max
  • Starts gamemoded daemon
  • Restarts tlp to ensure all power related changes are seen
~$ cat /usr/local/sbin/gmode
#!/bin/sh
# run the commands as root
sudo su - << 'EOF'
systemctl stop thermald
nvidia-settings -a "[gpu:0]/GPUPowerMizerMode=1"
echo auto | sudo tee /sys/bus/pci/devices/*/power/control
echo "70" > /sys/devices/system/cpu/intel_pstate/max_perf_pct
gamemoded -d
systemctl restart tlp
EOF

This script reverses the previous changes in gmode and closes of the gamemoded daemon:

~$ cat /usr/local/sbin/gmodeoff
#!/bin/sh
sudo su - << 'EOF'
systemctl start thermald
nvidia-settings -a "[gpu:0]/GPUPowerMizerMode=0"
echo auto | sudo tee /sys/bus/pci/devices/*/power/control
echo "100" > /sys/devices/system/cpu/intel_pstate/max_perf_pct
killall gamemoded
systemctl restart tlp
EOF

The thermald and intel_pstate settings will mostly assist people playing on laptops with dedicated GPUs and limited cooling capacity. The auto power settings probably don't do that much. The intel_pstate driver is currently automatically used for Sandy Bridge and newer CPUs in modern kernels. If you have an older CPU, you will need to consider what controls you use on the cpufreq governor to reduce maximum clock speed if this is a goal of yours. If you're running on desktop, the two important things will most likely be the nvidia-settings and gamemoded, remembering to configure QC to launch with the extra PRELOAD path.

I'll post any future updates here, just thought I'd drop some hints that might help people get playing at least smoothly for older dists/driver/kernel combos.

I managed to get my smoothness back in Ubuntu 19.04, I'm not sure which thing did it, I suspect it was gamemoded, but I did the following:

  • Turned off friends notification popups in the Steam friends list as I wondered if these were causing the stuttering in game
  • Modified the gmode script to not run as root, but requires sudo instead as I experienced some errors with nvidia-settings and others talking to the actual drivers/services/devices:
#!/bin/sh
#echo "1" > /sys/bus/pci/devices/0000\:00\:02.0/remove
sudo systemctl stop thermald
sudo vulkaninfo # initialises vulkan, otherwise crashes QC
nvidia-settings -a "[gpu:0]/GPUPowerMizerMode=1" # max perf mode
echo auto | sudo tee /sys/bus/pci/devices/*/power/control # ensure all devices using auto power mode
echo "70" | sudo tee /sys/devices/system/cpu/intel_pstate/max_perf_pct # limit turbo boost to percentage
gamemoded -d # start the 
sudo systemctl restart tlp
  • Manually started Quake Champions using:
    LD_PRELOAD=$LD_PRELOAD:/usr/\$LIB/libgamemodeauto.so.0 steam steam://rungameid/611500
  • Validated the gamemoded daemon was being used using:
    gamemoded -s

Temps remained under control and was getting 100+ FPS on my GTX 1050 Ti solid:
image

Then I hit 40+% LG with buttery smoothness. Back to enjoying QC on Ubuntu 19.04 :tada: :sunglasses:

cricket chirping intensifies

DXVK 1.2 increased a lot (+25%) my performance in the game. Replace proton 4.2-4 dlls with these.

EDIT: use Proton 4.2-5+ ;-)

Ok, we're getting somewhere now.

Same XPS 9560 i7-7700HQ, 16GB RAM, Nvidia GTX 1050.

Proton 4.2-5 via SteamPlay, kernel 4.18.0-20, nvidia 430.14, sudo vulkaninfo run prior to launching the game. I intentionally don't do more black magic than HWE stack + drivers PPA + setting Proton in Steam because:

  1. If you have to perform black magic on your system for this to run, it's not ready to be whitelisted for general population. Isn't that the point of the whitelist?
  2. I want to keep my system clean of clutter that comes with tweaking Wine/DXVK/Proton installations and build dependencies.

First run: external displays connected, game launches on internal display, gets to the initial loading screen and crashes after a few seconds.

Second run: external displays disconnected. Game loads and I get to run around with unplayable stutter, but otherwise 115 fps on default (medium with high textures) settings for a grand total of 14 seconds, until a Death Knight throws a special ability at me. The game freezes and crashes when the sound is played back, but the effect is not yet displayed.

Third run: vsync + set post processing and details to low as per @sigzegv. First 20 seconds or so unplayable stuttering, but much better onwards and no stutter at all towards the end of the game. Stable 60 fps.

One thing that struck me immediately as a regular Quake player on Windows desktop is that either mouse acceleration is completely messed up on Linux or there is serious input lag. I'll play around with it some more once I have a free weekend; I suspect it to be the former.

Big ups everyone working on this stuff, looks promising.

@pandasauce It works here , without crashes.
20190604003826_1
20190604004222_1

I'm also on an Optimus laptop btw , ASUS FX553-VD.

@pandasauce (below): i get on GTX 1070, nvidia-430, i5 4670k @4.4GHz, 16GB RAM, default KDE Neon 5.15, on lowest settings, 160+FPS constant in duel.

Since it's not whitelisted, Proton doesn't disable esync, so you have to do it to play it smooth. Add to launch options: PROTON_NO_ESYNC=1 otherwise you'll get stutters. Also note your disk may suffer from caching the shaders the first run. If you have an SSD, it should be fine.

Tried this on the latest proton, no launch options or changes and it runs perfectly on my gtx 1070 / i7-7700k / 16gb ram. Honestly can't tell its not native, everything down to mouse input feels perfect and smooth. Getting about 120fps at max settings.

For the record, I tried on GTX770 (which is old, but still - recommended by developer, on Steam store page). In the past, this game sometimes worked using Proton, sometimes not - in the best of times it worked better than on Windows on my hardware. Right now it crashes in menu in random moments. I am not able to get into the game, no matter the graphical settings used nor proton settings tried. The last time I could play QC was December update - every version after that crashes sooner or later in menu (sometimes right away, sometimes I can navigate through some options, sometimes even almost load the map). I don't believe this to be a problem with Proton/DXVK, but with the game itself (maybe with new NVIDIA drivers, I can't say - using 430.14 right now).

Leaving this comment, because there is an awful lot "works perfectly" comments in here lately - I don't want this game to be mistakenly whitelisted due to survivor bias.

@dreamer start with the launch option DXVK_HUD=memory and check if the VRAM used matches your GPU VRAM

I tested this game again today (Proton 4.2-7). I was disconnected in the first and second tries while loading the match, but in the third try I was able to connect and play. The frame rate varied from 0,7 to 36 FPS, being most of the time around 30. While under 120 FPS this game is unplayable for most players, I managed to attack my adversaries, killed one with a headshot and even won the match. It's obvious I was carried, but this means I didn't drag down the team that much it was impossible for them :smile:.

Some screenshots:

20190613021446_1

20190613021639_1

20190613021812_1

The graphical bugs are still present, as reported on the Freedesktop Bugzilla. As Space Engineers is working, Transform Feedback does not seem to be the problem anymore.

It's not this bug, this bug, or this bug, or the same that affects Elite Dangerous or the same that mildly affects Project Cars 2, which are fixed by an one line patch that causes stuttering under heavy memory load.

One thing that seems relevant: the minimum specifications on Steam Store are really, really low when using Intel HD Graphics GPUs. The page shows the Intel HD Graphics 530 as the minimum with the same 8 GB of RAM shown to the AMD GPU and Nvidia GPU. I can easily get 1,2 GB of swap memory when the game is loading as, for most Intel HD Graphics, the GPU memory is exclusively RAM memory (the best ones have 128 MB dedicated memory).

Should Steam Store suggests, for when using Proton, additional requirements? With 10 GB of RAM, I suppose the loading would work on the first try, the loading screens would be quicker and the game would have a frame rate more consistent.

Additional data:

QuakeChampions_d3d11.log

QuakeChampions_dxgi.log

steam-611500.log

System information

I'm experience frequent connection drops when i try to join a match in Quake Champions.
Also in matches with other players the game occasionally freezes. First minutes of match the game nearly unplayable because of freezes but after that freezes became more rare. Matches with bots works good. I think freezes also also caused by connection issues. Because after freezing the game "catches up with the missed time". It may be related to proton?
My system information:
https://gist.github.com/mrvldmr/f37d8cdb625fea38fe013b51389032cb

The game works correctly on proton. @mrvldmr sounds like your shader cache is compiling. If this is the case you will see the message "compiling shaders" on the left botton corner of the screen. Open the game and wait 10 minutes before playing. After that you won't experience stuttering anymore.

Also, try launching the game with the environment variable, it will allow you to see what is happening there.

DXVK_HUD=frametimes,fps

There's something wrong with this game. I tried it again on RX 590 - I can't reach a state when the game does not stutter any more. Tried playing several maps in a row - even after an hour in-game, regular stuttering still happens. I do not experience it in any other title.

@dreamer Ryzen 1700+ Nvidia 1070 + 16GB RAM here. Everything works fine as you can see on the video. It's a pretty demanding game.

@Zeioth
Ryzen 3600/ 32GB Ram/RX470 8GB/SSD Samsung 970 Evo. In deathmath with bots I have ~100fps without freezes. In deathmath with people first two minutes is unplayable. After that occasionally freezes or drop frame rate to 3 fps. And this is every match. Sometimes game works better but the problem still there. I think you are wrong about cache compiling. But even if you're right, the behavior of this game cannot be called correct.

The game has serious known performance problems even on Windows, there's likely little that could be done (unless you've noticed a regression related to a proton update).

@mrvldmr try to install the game with Lutris. I included a pre-compiled shader cache in the installers, in case waiting until it fills naturally is too annoying for you. But as I said, the game works perfectly fine.

@Zeioth thank you. I did not know about the existence of Lutris and was pleasantly surprised that I found there starcraft 2 and CEMU. It’s a pity that there are only games. Because it’s easier for me to run software like clipstudio through KVM than to figure out correct settings for Wine. I'll try to install Quake trough Lutris later. But the oddity is that today the game works much better. There are rare short drops of the frame rate to 1-3 fps, and I still didn’t manage to join deathmatch on first try, but the game is playable. Аnd I did not change anything in the settings of the PC, Steam or game. Perhaps @DarkArc is right that my problems are related to the game itself and not to the proton

@mrvldmr That's because your shader cache started to fill. The more you play, the better will run. Cheers.

I noticed that Steam downloaded shader cache for Quake Champions. After that, the game began to work better. Probably Zeioth should be blamed for this? Anyway, whoever it is, thanks.

Quake Champions runs at 80-90FPS on my machine with proton 4.11, its got a 1050ti from Zotac. Seems to not have issues.

Another couple of months passed, so I gave this another shot. With a bit of effort I got it to work on XPS 9560 with GTX 1050 and Precision 5520 with Quadro P1200. Both running identical 18.04 LTS setups with nvidia-435 and Proton 4.11. Still need to run sudo vulkaninfo prior to playing.

Initially, I got random crashes. Hopefully my solution helps someone.

On the Precision, I got about 10 minutes of gameplay with moderate stutter and about 45 FPS. I lowered the settings and got to fairly stable 60 FPS in the next 10 minutes. Then the game froze up and made the whole system unresponsive, requiring a reboot. This happened every time I tried to play, about 10 minutes in everything was dead.

On the XPS, I went straight to settings and lowered the graphics. Upon hitting "Save" I got the same freeze and afterwards it would happen every time before passing the initial loading screen with the Quake logo.

I figured this had something to do with the settings. So I manually purged ~/.local/share/Steam/steamapps/compatdata/611500/pfx/drive_c/users/steamuser/Local Settings/Application Data/id Software/Quake Champions/client/config and tried again, this time without touching any graphics settings whatsoever. For some reason it showed graphics settings as "Medium" in the settings screen, but actually rendered the game in "Low". I got to play with no issues and stable 60fps on lowest possible settings, as long as I didn't touch anything. Then I switched Vsync on, re-selected "Medium" in the preset, moved the display scale from the weird 66% default to 100%, set the FPS limit to 60 and played again. This time everything actually rendered in "Medium" graphics and I got fairly smooth gameplay at 60fps. Might finally replace that gaming desktop with a Core X Chroma after all, happy times :-) Oh, and it seems to work fine now if you have multiple screens connected. It will run on your main screen.

tl;dr: if you are getting random freezes or can't load the game after changing some setting, purge the settings file for the game and try again.

Unlike previous post, i had the game getting unresponsive and having connections issues at random with latest 11-7, so i switched back to 4.11-6 and no more problem.
For people wondering how to rollback Proton, follow this guide and for the console command type instead download_depot 1113280 1113281 9207870106060954074
Then rename the indicated vdf files accordingly (i creatively renamed the folder/tool to "4.11-6").
Fixed it for me.
As for @kisak-valve, i can create a 4.11-7 log if needed.

Hello @Bumbadawg, yes, please gather a log with Proton 4.11-7 so I can add the regression label.

@kisak-valve switching back to 4.11-7 after using 11-6 fixed it. Maybe a shader cache issue broke the game rendering. Consider it "solved", at least for me.

Got this running on RTX 2070S eGPU (Sonnet BB550) with 4K copy-back to internal screen of Precision 5520. The game runs fine except for strong input lag in this setup. Will be trying out 1080p and 1440p external screens next in a week.

Got the eGPU setup working with 1080p externals. No additional issues experienced with Proton due to this. An Optimus laptop with 2-lane TB3 eGPU connected to external screens is one of the most capricious setups I can think of. Resolve the sudo vulkaninfo requirement and I don't see why this game should not be whitelisted.

Well, I was wrong. On Windows, I can play on Ultra even with a GTX 970 and get stable vsynced 60fps@1080p. On Linux, the game won't let me set textures above High (everything else Ultra) and sometimes struggles to go above 40fps@1080p with an RTX 2070S. Using PROTON_NO_ESYNC=1 helps eliminate stutter after the first 5 minutes of gameplay, but doesn't help with overall poor frame rates and the texture quality cap.

Overall it's playable, but there is a very significant performance hit on Linux.

What is your CPU? Without bottlenecks, performance should be quite similar out of the box:
Linux, Windows.

The stuttering goes away after a couple hours of playing, once the shader cache is full.

@Zeioth,

Desktop is i7-6700, 16GB DDR4 2666MHz, some ancient SATA SSD, GTX 970 - never had any struggles maxing out this game on it.

Laptop is i7-7700HQ, 16GB DDR4 2400MHz, NVMe SSD, RTX 2070S via TB3.

Do you reckon it's the CPU? I can get my hands on the latest XPS 15 with an i7-9750H which should leave both others in the dust. It has a 4-lane TB3 port instead of a 2-lane on my XPS too, but that shouldn't matter since I am using external monitors.

I could try to get a fair comparison done by putting Linux on my GTX 970 desktop and capturing some data points on both video cards on both operating systems. Just need to figure out what's the best tool to capture values of FPS over time on both Linux and Windows.

Did enough testing to make up my mind. That desktop with this GPU, Windows 7 easily hits 210 fps stable on everything Ultra, including textures.

XPS 7590, Windows 10 hits 130 fps stable on everything Ultra, except textures High. Looks like it won't let use Ultra on laptops, regardless of the platform and hardware.

XPS 9560, Linux, hits 70 fps on everything Ultra, except textures High.

~I might get 7590 tested on Linux tomorrow (if I don't have to order thermal pads for the SSD swap), I suspect it will be around 85 fps.~

~About 40% lost to eGPU, even though external monitors and a 4-lane laptop were used and it should have been around 20%. Actually, benchmarks show anywhere between 3% and 40%, depending on the benchmark, but real game experience is very different. Factor in the CPU in 7590 being better than the i7-6700 and not being able to use the Ultra textures, it's probably above 50%.~

~About 50% of what remains (130fps) after eGPU losses is lost to running it on Linux (70fps). To be confirmed with numbers tomorrow.~

UPD: 7590 on Windows with RTX2070S: 130 fps stable. 7590 on Linux with same hardware: 84 fps most of the time with lots of jitter from 40 to 119, same way it bounces around on the 9560. This is after playing a few games to warm up the shader cache. Roughly a 10 fps increase on the 9560, but about the same fps loss against Windows. That is a 35% drop from Windows 10 on the same hardware + stutter the first time any shader comes up on screen that never occurred on Windows.

Since you don't seem to be having any problems on Low/Medium settings, this could be something that only comes up when using features from higher graphics settings. I doubt it's the eGPU since that loss is already accounted for and the jittery fps doesn't manifest itself on Windows. Given I can maintain 210 fps on all Ultra on my rusty Windows desktop, I will be sticking with that setup for the time being, but for laptop LANs on all low settings this is good enough and pretty cool to have it on Linux :)

Managed to get past error 104 by using these launch options:

LD_PRELOAD=/home/yourusername/.steam/steam/ubuntu12_32/steam-runtime/usr/lib/i386-linux-gnu/libgnutls.so.26 %command%

note that the path might be slightly different on your installation

Retesting after a while, game seems to work fine, framerate is correct, seems some weapon fire effects and splashes are missing ? Is there a workaround ?

Having the same problem @sigzegv is having. It only started with 4.11-11. All projectile weapons have this problem. It's a pretty big deal, as you can't see the projectiles, so can't dodge them, and can't aim properly.

@sigzegv @sulaiman1073 Can you give us a little more information about the problem? What's the easiest way for us to reproduce the problem? Which weapons show the problem? What does the problem look like, exactly? What OS, GPU, and driver versions are you using?

@sigzegv @sulaiman1073 Can you give us a little more information about the problem? What's the easiest way for us to reproduce the problem? Which weapons show the problem? What does the problem look like, exactly? What OS, GPU, and driver versions are you using?

OS: KDE neon 5.17
Kernel: x86_64 Linux 4.15.0-74-generic
GPU: GeForce GTX 1060 3GB
Driver Version: NVIDIA 440.44

It's as @sigzegv says, splashes and effects are missing. When a rocket is fired, you won't see a smoke trail or rocket fire, or an explosion when the projectile hits something, you'll only see the projectile.

Weapons with this problem: Rocket Launcher, Nail Gun, Super Nail Gun, Tri-Bolt, Shotgun, Super Shotgun.

It's really bad with with the nail gun, as they've recently reduced the bullets diameters for that gun to almost nothing in an update, so without the effects you can't see the bullets, and it's a projectile weapon, you need to see the projectiles clearly to use this weapon, so this weapon now is pretty much unusable, but it's bad with all other projectile weapons too. The shotgun is effected, you can't see a splash when you shoot the gun, but that doesn't effect gameplay since it's a hitscan weapon.

I think even the physics might be effected somehow, I can't point a finger on what exactly changes, but I felt a difference. Maybe it's fps related. Disregard this if it doesn't make sense.

As to how to reproduce this problem, just keep loading maps in a custom server until you get it. It doesn't happen always, it seems like it happens a quarter or a third of the time. If you load a map and you get the problem, you'll keep having the problem until the end of the match, that's always the case. So I think you can quit a map and load another one as soon as you see that you didn't get the problem.

If you can, it'd be helpful if you could list the names of some of the maps where it occurs.

@aeikum happens on all the maps and game modes. I don't think it happens more frequently in any one map or game mode.

@aeikum yes it's as simple as explained, you put the game on proton 4.11-11, run any map, any graphics configuration, use weapons and you won't see any smoke effects or explosion with rocket launcher as example

I'm using archlinux with nvidia drivers 440.44 on a GeForce 1070.

I have the same problem on my Arch laptop and desktop which both have an NVIDIA GTX 1050 ti.

With the Nailgun, I see little red projectiles firing out and striking the far wall with a small explosion. You're saying those small, red projectiles don't appear for you, correct? I've tried this weapon in Custom Game mode on every map in the game with a variety of graphical preset options (Ultra, High, etc) and haven't seen the problem yet. This is on Arch Linux with Proton 4.11-11, Nvidia GTX 970, and nvidia driver 440.44.

If you see this problem, what in-game graphical options are you using? Does changing the graphical preset make any difference for you? Do you have any special Proton or DXVK options set (e.g. the DXVK HUD, or an fsync-enabled kernel, or something)?

For me it seems to work fine, I only did a small test. I see some smoke behind rockets and an explosion. Performance looks good.
Ubuntu 18.04.3 LTS (64 bit)
NVIDIA Corporation GeForce GTX 980/PCIe/SSE2
Driver Version: 4.6.0 NVIDIA 435.21
CPU: i5-4460

I played for an hour two days before yesterday, and didn't get the problem once. Then played again the day before yesterday, didn't get the problem. Played yesterday for an hour, got the problem two times. Played today and got the problem again, took a few pictures.

I shot rockets, moved the cursor to the right, and quickly took a screenshot. This is what it looks like:
https://i.imgur.com/UTmHdLn.jpg
https://i.imgur.com/ZTCI4cE.jpg
https://i.imgur.com/mFegXBp.jpg
https://i.imgur.com/kmDiKEd.jpg

If you can't see the projectiles, they're in the red circles: https://i.imgur.com/SAjagnm.jpg

My video settings are:
Everything on low, anti aliasing off, vsync off. Resolution: 1080p, resolution scale 100%, display mode Fullscreen.

There might be a relation with your computer's uptime. 5 days ago I restarted my pc, and didn't get this problem at all for two days. Started getting it the third day, but not much. Got it even more the day after. And today, got it over 10 times in a row.

What's your computer's uptime, @sigzegv @RossComputerGuy ?

Mine normally is about 18-21 hours, I reboot every night at 3 am and boot it at 6am or 9am.

I guess that's not it then. How often do you get the problem? And do you get the problem more in some days than other days?

I havent played the game recently but from what I remember, it was all the time.

@sulaiman1073 Delete the directory:

~/.local/share/Steam/steamapps/shadercache/611500/

And your shader cache will be re-generated. That should fix your issue. Most likely it was introduced during some update of DXVK. I experienced it once too.

Haven't gotten the problem since I've tried this, @Zeioth Thanks a lot.

Give it a try @sigzegv @RossComputerGuy , it worked for me.

Hello @FurretUber, are you still experiencing rendering issues with mesa/ANV on a current system?

Hi @kisak-valve, I don't have enough disk space to install Quake Champions now. Hopefully, in two weeks, I will be able to solve this but, for now, I won't be able to test.

As the external HDD arrived, I was able to install Quake Champions again. Using Mesa 20.2.0-devel (git-df9629e593), which is a few days old already, I noticed no graphical bugs: that terrible rendering bugs when loading no longer happen, gameplay also had no rendering bugs.

Being an Intel HD Graphics 520, all graphical settings but resolution were as low as the menus allow (no manual edits on configuration files were made).

The first time when a 3D element loaded, the game would freeze for a few seconds and one CPU core would go to 100% usage, then it loaded correctly. In the first match with bots, I noticed the game was loaded with 2 seconds remaining to start. Some time ago, the load would finish loading long after the match started. In the second match, it loaded very quickly.

On gameplay, the stuttering was noticed when elements appeared the first time, but then it got stable. In the Awoken map, the game ran most of the time at 30 FPS, but it would drop to as low as 23 FPS sometimes.

Losing against bots is a very bad sign, but I played against players anyway. As expect, I played terribly bad :shrug: (0,1 KD, 7% accuracy). However, the game worked. I blame this result to my incompetence only :stuck_out_tongue:.

I'm getting a really weird issue when trying this game using Proton 5.0-7.

The game launches fine but when it asks me to accept the legal agreement the license window closes automatically, then it tells me I did not accept the legal agreement and the game closes itself.

System Information

  • Ubuntu 20.04 LTS
  • KDE Plasma 5.18.4
  • GPU: GTX 1650 (Mobile, using nvidia-prime)
  • Driver/LLVM version: NVIDIA 440.64 / Mesa 20.0.7 (kisak-mesa PPA) / LLVM 10.0.0
  • Kernel version: 5.4.0-29-generic
  • Proton version: 5.0-7

For any current Quake Champions Linux players. Please enable this option at the Shader Caching settings of your Steam Client. Available on Steam Beta Client. Let it build shaders which will take a while. It provides stutter free gameplay experience.

Ekran Görüntüsü - 2020-05-25 22-03-57

Hello, I just Installed Quake Champions on Arch, using only proton, I have already downloaded all the shaders and I allowed them to be processed in the background, but the game does not run at all, it hangs at a black screen indefinitely, so I have to kill the process. I am using Nvidia 450.57, which is the latest on Arch, for my gtx 960m with 2GB as well as a Intel i7-6700HQ. Is it perhaps because I do not meet the minimum requirements, or should I add special launch options in steam?

I'm getting errors

err:   D3D11: CreateGeometryShaderWithStreamOutput: Rasterized stream not supported
7757.911:00bc:00c0:err:ntdll:RtlpWaitForCriticalSection section 0x142a861b0 "?" wait timed out in thread 00c0, blocked by 00f0, retrying (60 sec)
7822.919:00bc:00c0:err:ntdll:RtlpWaitForCriticalSection section 0x142a861b0 "?" wait timed out in thread 00c0, blocked by 00f0, retrying (60 sec)

Just for the record, I've been trying out stuff from the Arch Wiki, and I eventually found my way into the Vulkan section for the Nvidia drivers, and I saw that vulkan-intel was preventing Nvidia's vulkan from initializing, so I set up the correct path in an environment variable in /etc/environment like so VK_ICD_FILENAMES="/usr/share/vulkan/icd.d/nvidia_icd.json" and that fixed it, now I can play Quake. Hope someone finds this useful!

Was this page helpful?
0 / 5 - 0 ratings

Related issues

ghost picture ghost  ·  3Comments

prototype99 picture prototype99  ·  3Comments

matou68 picture matou68  ·  3Comments

juppso picture juppso  ·  3Comments

AwesamLinux picture AwesamLinux  ·  3Comments