1) Low FPS on 4K normal preset (20-30 FPS)
2) Random crashes when I launch the game.
1) Launch the game.
2) Select "New Game"
3) Select difficulty level
4) Wait while loaded first level
https://youtu.be/lVjLifLc2g0
https://youtu.be/mCZK73dmJzg
But 1920x1080/high/gtx980 seems playable. But there walls turns black when get close to them.
Good:
Bad:
@NTMan can you reproduce the wall issue depicted above?
There no wall issue with medium settings. But another issue still there:
Random black triangles on body skin.
I was asking specifically whether those issues are Nvidia-specific or not. For the record, what's your driver version?
Distro: Ubuntu 18.04
GPU: GTX 980, Nvidia proprietary driver 396.54
RAM: 16GB
Proton 3.7-6 Beta
The black wall issue seems to be an issue with tesselation, as turning that off fixes the problem for me.
I’m also having the black artifacts on skin, which does not seem to be resolved by changing any setting.
Distro: Ubuntu 18.10
GPU: Gtx 1080, Nvidia 396.54
Ram: 8gb
Proton: 3.7-6 beta
LOW Potato - A10-7800/GTX 660SC. Mint 18.3 (4.15.0-34, Nvidia 396.51).
HIGH Potato - i5-3750 (4.0 GHz set mobo)/1070 Ti SC BLACK. SteamOS beta 2.166 (Linux 4.16, Nvidia 396.54)
Doitsujin fixed this issue earlier today, this will roll out when proton ships DXVK 0.72
With latest dxvk git wall issue is gone, but rest issues remains, including black patches on body skin.
I'll test the game once it is actually released (they have a rather interesting definition of September 14th). Skin artifacts might be another case of weird Z-Fighting that some games have on Nvidia.
@NTMan It would be nice if could actually comment on whether those issues affect you, since you're on Vega, and whether there are other (visual) bugs on your end.
@doitsujin I'm not @NTMan, but I do have a Vega 64 to test with. After updating to 0.72 I'm seeing no issues so far, aside from normal shader caching stutter.
Faces appear clean, but I'll comment again if that changes.
Ubuntu 18.04
Mesa 18.3.0-devel from padoka ppa (llvm8.0)
Kernel 4.18.0 (slightly customized to turn off AMD PSP, since it breaks reboots and passthrough)
System Info
@dlove67 Thanks. I have access to the game now as well and can't reproduce those issues on Polaris either.
Nvidia users: Please keep an eye on future Vulkan beta driver updates.
I got exactly the same issues mentioned above.
I have a GTX 1060 6GB, 16GB RAM, i7-8086k and Ubuntu 18.04 with nvidia 396.54.
I tried to install the newest dxvk in steam to test this, I cloned dxvk, built it and then installed it to the proton prefix of steam (/.steam/steam/steamapps/common/Proton 3.7/dist/share/default_pfx/
). It still has the black polygon problem, did I something wrong installing it?
The DXVK DLLs you need to replace are located in Proton 3.7/dist/lib64/wine/dxvk
.
@doitsujin thanks, after replacing the dxvk libs with the newest build, the black walls aren't there anymore with tesselation on.
Any idea what the flickering black dots on skin is related to?
Any idea what the flickering black dots on skin is related to?
@SammyJames Probably due to z-fighting on Nvidia cards with proprietary drivers.
I believe they (Nvidia) have a fix coming probably next week as a vulkan beta driver, you'll be able to update to it with the dev graphics-driver ppa not long after release.
I got another problem today, but since it only occured once to me and was not reproducible I guess it is hard to debug: After doing a stealth kill on a trinity guy the screen slowly turned black, very slowly starting in a small black point everything around me dissappeard, I still could go to the menu and still heard sound. After changing some graphic settings the image returned and I could set the settings back without any further trouble.
Since I only had it once in multiple hours of gameplay it is probably not important or critical, maybe it is not even a Linux/Proton/Dxvk only bug, and could occur on windows too. I just thought write it down here, so should this issue later occur in a more troubling way or more often for somebody else, it is documented...
@lal12 On Windows 10 with latest 399.24 Nvidia driver (tuned for this Tomb Raider) in DX11 I noticed flickering textures and black flashbacks in a few places. No such issues in DX12 mode so it might be driver/engine related.
Having tested with DXVK 0.72 with 2 RX 470's and a GTX 1070, no issues are present on AMD but on the nvidia driver there is lots of black spots all over lara when benchmarking. Hopefully nvidia will fix in vulkan driver update...
@lal12 i can confirm this bug, it happened multiple times to me, Nvidia GTX 1080 396.54, Ubuntu 18.04, DXVK 0.72.
it is not stealth kill relevant as it happened also at a camp or after looting a box.
it looks like a sheet of paper slowly burning till it covers the whole screen. strangely the menues work and i resolve the problem by switching from fullscreen to windowed mode.
@lal12 @Llorrin Okay, I have seen this (maybe twice), but it was many launches ago. I thought I resolved it by un-checking "Use this tool instead ..." in Steam Play settings, but that just might have been a happy (waving a dead chicken) coincidence.
@doitsujin are you dxvk developer?
I noted that the picture in game updates with jerks when the game is launched under the Wayland session or the game option "Exclusive fullscreen" set to off. And everything is so bad that even the mouse pointer move in the menu and on deskop (when the game minimized) with jerks.
Can you more investigations working dxvk under Wayland?
Thanks!
That probably happens because everything goes through XWayland. The same thing happens when using X with a compositor, but that's not something that can be fixed in DXVK.
@doitsujin
Hmmm, ok
Why another games works smooth under Wayland session?
For example Wolfenstein II: The New Colossus
I am want write bug report to XWayland but I don't know how describe what is culprit in jerks when I run "Shadow of the Tomb Raider".
Can you write bug report to XWayland?
Can anyone on Nvidia test whether the new 396.54.06 beta driver fixes the visual issues?
No. (On my LOW spec machine ^) For BTAO, Motion Blur, Screen Space Reflections and TAA and above, there are still spots. I tried to get a screen cap, but after it crashed it keeps crashing to desktop before menu load.
DXVK v0.72
GeForce GTX 660
Driver: 396.54.06
Vulkan: 1.1.85
Okay. Reboot and game validate (1 file fixed). Still there. (I arbitrarily chose BTAO for screen cap.)
For what it's worth, 410.57 didn't change this, and Vulkan is back to 1.1.82 for some reason.
Here's a proton build which doesn't fix the black patches on Lara's skin but it raised FPS from 19 to 31 (according to the in-game benchmark) for me. It needs latest DXVK and the other setting fixes mentioned here.
https://github.com/kakra/wine/releases/tag/wine-proton_3.7-3.16-unofficial-1
Meanwhile I rebased to wine-3.17 with some more patches included. This increases benchmark FPS from 31 to 32, and reduces CPU-bound from 12% to 4%:
https://github.com/kakra/wine/releases/tag/wine-proton_3.7-3.17-unofficial-1
I wonder how far Valve has come yet with making a new Proton version based on newer wine - I guess there could be sleeping a lot of performance improvements and bug fixes done by Valve people.
Also, anyone here knows if it is possible to run any games with vkd3d yet? It looks like at least this one won't find a graphics adapter in DX12 mode. Which is probably also where the launcher error results from...
Proton 3.16 may have changed the screen mode numbering. You may want to switch the resolution in-game back and forth.
Okay, this appears not to be so bad at higher resolutions, but I'm testing at 720p on the lowest-of-the-low settings, including no AA. Whatever type of aliasing, or softening, is present in the current Proton (3.7) display goes completely away in 3.16, causing the fonts, etc. to get extremely jagged. There is a definite, visible difference. Not sure if it's just a more crisp render (therefore more 'correct') or what.
Anyway, there is nothing to gain right now on the 3.16 branch with this game. Looking forward, the 'jaggies' and v0.90 crashes seem like potential regressions. Nvidia Vulkan driver is null for spots so far.
I'm soon pushing an update to my own Proton build based on at least wine-3.18 and including some experimental scheduler improvements (still working on the rough edges). Rebasing was quite a hassle because upstream merged commits but it looks like I've got everything important. I'll test how it looks there with lower resolutions. Compared to Proton 3.7, the performance almost doubled. I didn't check with upstream Proton 3.16 yet (read: excluding my additional patches).
Hello @NeptNutz, please open a separate issue report for the scaling issue with Proton 3.16-1. Make sure you include the known good and affected versions.
@doitsujin Have you forgotten my request?
@NTMan Wolfenstein 2 New Colossus is afair a native Vulkan game, there's nothing to translate and frame timing becomes much easier... Doom 2016 is also a native Vulkan game which probably works just fine. In that perspective, your request has already been answered. I don't think there is any current priority to optimize for Wayland here. And then, it's probably also something which needs to be fixed on the Wine-side, too. I'd say that Wayland is just not ready for gaming yet (because of the games and layers involved, not because of Wayland).
Meanwhile, try to turn off vsync. It's probably something that you need to adjust in the game and the compositor (compositors tend to override the vsync setting).
@NeptNutz Is the other report already up? I'm seeing jagged appearance, too. The draw surface for the game is supposed to interpolate linearly but it doesn't, it uses nearest point algorithm.
Not yet. I'm sharpening the language. ;-)
@NeptNutz Is it true that only DXVK games are affected (or in other words: games that render via Vulkan, directly or indirectly)? I can see that the OpenGL fullscreen hack uses GL_LINEAR
but for Vulkan it seems to be hidden away in some precompiled shader. I was already finding that when I tried to implement super-sampling by using an oversized render surface: Instead of melting pixels together, the vulkan fullscreen hack would just skip pixels instead.
BTW @NeptNutz you should be able to alleviate this problem by choosing a resolution which is an even divider of your native resolution while width and height should be still dividable by 8 or 4 (not sure)... This may not be possible for all resolutions, tho. I'd have an idea of synthesizing such resolutions in my own build if you're interested. E.g. native = 1920x1080 -> hacked = 960x540 (divided by 2) or 640x360 (divided by 3)
@kakra Yes, it looks like a DXVK issue. I just tried OpenGL and the scaling looks correct (minus all the other issues and slowness). I suppose it was wrong to assume this was, overall, a Proton issue, but I, like most I suspect, have fallen into simply equating Proton and DXVK as one in the same. ;-)
No no no, DXVK does nothing wrong. The issue comes from the vulkan code path in Proton. I just wanted to make sure that your graphics setup is ok generally. Proton scales with GL_LINEAR in opengl mode but with "VK_NEAREST" (or whatever it's called there) in vulkan mode.
In the end, I think it should be made configurable because depending on the screen setup, your personal preference, or the game itself, one mode may have benefits above the other.
@NTMan Wolfenstein 2 New Colossus is afair a native Vulkan game, there's nothing to translate and frame timing becomes much easier... Doom 2016 is also a native Vulkan game which probably works just fine. In that perspective, your request has already been answered. I don't think there is any current priority to optimize for Wayland here. And then, it's probably also something which needs to be fixed on the Wine-side, too. I'd say that Wayland is just not ready for gaming yet (because of the games and layers involved, not because of Wayland).
Meanwhile, try to turn off vsync. It's probably something that you need to adjust in the game and the compositor (compositors tend to override the vsync setting).
vsync was off all time.
I just beg you to fill appropriate bug for XWayland (provide code sample which are demonstrate problem for XWayland developers) if the problem is in it.
Moving from XWayland to X doesn't increase FPS, but make any motion smooth even on low FPS (in my case 22-30).
@NTMan Is it maybe this? https://bugs.freedesktop.org/show_bug.cgi?id=106736
Launch crash is resolved as of Proton 3.16-2 Beta (DXVK v.0.90-8-g6558b27).
The problem with jerking picture update under Wayland solved by this patch:
https://gitlab.freedesktop.org/xorg/xserver/merge_requests/48
P.S. For this magic Vsync must be ON
3.16-4 Beta crashes this on launch. (Nvidia 396.54.09)
@NeptNutz Does it crash in wineserver
for you? I'm inspecting a crash with my own build here and as far as I can tell it's not related to the patches I added. You should be able to look at dmesg
to quickly find which process crashed lately. If that process crashed, you may need to manually clean up the exe files still running: pkill -9 .exe
.
@NeptNutz I fixed it by reintegration the esync patches. So your crash is probably unrelated because the reintegration is needed only for wine-3.19 master.
Anyone experiencing this problem with nvidia 410.73 driver? I had to manually install it on Ubuntu 18.10 and remove other 396 components. I'm interested in this game on Proton when all bug are addressed.
410.73 doesn't change much for Vulkan.
396.54.09 is still the best bet.
niedz., 11 lis 2018, 05:33: Berg Lloyd-Haig notifications@github.com
napisał(a):
Anyone experiencing this problem with nvidia 410.73 driver? I had to
manually install it on Ubuntu 18.10 and remove other 396 components. I'm
interested in this game on Proton when all bug are addressed.—
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linux 4.19.2 (archlinux)
nvidia 415.18-1
and both Proton 3.16.4-BETA and 3.7.8
Sometimes crashes and sometimes I get a black screen after this screen (sound works, can hear birds and animals):
Neither 410 nor 415 support all the features that DXVK currently needs. You should stick to the Vulkan beta driver currently until NVIDIA integrated the new Vulkan API functions into the mainline driver.
Hey All,
Quick question. What fps do you all get? I get around mostly in the 30s give or take. My graphics card is a GTX 970 if that has anything to do with it and settings in game are medium even with low the fps is the same. CPU is an i7. The FPS can also drop to like 15 for a few secs.
dxvk 0.92
Nvidia drivers: 410.73
To get rid of the black flashy textures we gotta turn off Ambient Occlusion, Motion Blur and Screen Space Reflections. As far as I know turning even one of them on will bring back the flashy textures.
Any one have any ideas on the fps issue? I'm sure the game can be played with my graphics card.
Other than that game is running great. Even playable.
CPU is an i7
If it's a 10-year old i7 then it would naturally struggle, this game is extremely CPU-intensive.
Its Intel Core i7-6700 @ 8x 4GHz as far as i know its 3 years old, thats what the wiki says.
An i7-3770K here, so it fits the 7 year old bill. I also get around 30 fps but CPU and GPU are both underutilized (GTX 1050 Ti 4GB). So there's probably still sync issue between threads.
Even on Windows with DX11 this game performs poorly, it can utilize only 4 threads and quickly becomes CPU bound.
This game is really meant to be played on DX12 but vkd3d isn't mature enough yet.
@kakra When you mentioned the word SYNC i thought about enabling esync that seemed to have worked on one bit...when the game loads (loading screen before mission) I now get around 200-300 fps as before it was around 50 to 70 at that bit. Still in the 30s though in game play.
Maybe that gives some one more ideas.
@mixalis1987 what is your OS?
Logs could also help, see here how to obtain them.
Could you post in-game benchmark results as well?
My results on R7 2700X + GTX 1080, Nvidia 410.73, max settings (there are artefacts visible) and SMAAT2x: https://imgur.com/a/MFPeSM8
@mati865 hmm it might be my GPU in the end might not work well with the nvidia drivers for this game. On windows I did a benchmark with the same settings "medium" the game recommended High but I thought I would try medium anyway and I got 63 fps at the end. On linux same settings I got 32 fps. In a lot of videos on the net the only difference I can see is that they are running a GTX 1080. Tried taking a screenshot but all that came out was a black picture. Oh and lowest settings on linux I got 50 fps but still had heavy drops when actually playing.
This is what gave me the tip on the GPU:
https://steamcommunity.com/app/750920/discussions/0/1734342161855349063/
My OS is Manjaro 18.0
Kernel: 4.19.2-1-MANJARO
Desktop Environment: xfce4
Ram: 16GB
@mixalis1987 are you using Exclusive Fullscreen
setting? Maybe the compositor is misbehaving.
What is your output of ulimit -Hn
command?
Are you CPU or GPU capped during the benchmark (you can take a picture with your mobile). Could you also try another demanding game?
It could be the issue with GTX 970 infamous 3.5GB "bug".
@mati865 No Exlusive Fullscreen
is off.
The ulimit -Hn
command gives 1048576
Turning off shadows does give a boost of about 10 fps but the game looks really bad.
Never heard of the graphics bug, shame don't have a higher card to test. But why then does it run better on windows OS?
@mixalis1987, @mati865 is referring to a marketing miscommunication around the release of the GTX 970. Here's a random article from around that time: https://www.pcworld.com/article/2888877/its-a-feature-not-a-flaw-nvidia-ceo-addresses-geforce-gtx-970s-memory-spec-fiasco.html
@kisak-valve Thanks for the info.
So its a feature and not a bug, but why then the difference in fps with windows and linux, it must be with the drivers then?
@mixalis1987 your CPU is unbelievably underperforming. Those figures would be right for something like i3 or Pentium but definitely not for your i7.
Exclusive Fullscreen
causes game to hang when minimizing but improves performance, you should try it. Another thing to try is changing CPU scheduler to performance (or pstate-performance for Intel).
I thought DXVK could be allocating so much memory it hits that slow 0.5GiB part but it's not the case.
Nvidia released driver update to make applications less likely to allocate that 0.5GiB and I was wondering if it works with lower level stuff like DXVK.
@mati865 How do I change CPU scheduler to performance? Also it looks like enabling Exclusive Fullscreen
did help.. a bit. With that on game did feel a bit smoother, still fps is around 45 though. That's with shadows set to low.
Why would the CPU under perform so bad? In task manager the cpu shows like 1-4% when i'm like browsing or something.
I figured the command to max CPU, it is cpupower frequency-set -g performance
but it only helped a little bit.
@mixalis1987
cpupower frequency-set -g performance
@mati865 Thanks, yea did that. Edited my previous post 20 minutes ago.
For reference: Feral Interactive are working on a Linux port of Shadow of the Tomb Raider.
From gamingonlinux.com:
Originally published by Square Enix and developed by Eidos-Montréal, Feral Interactive confirmed today that Shadow of the Tomb Raider is officially heading to Linux in 2019.
@mixalis1987 if it's with ESYNC then I have no idea what could cause that bottleneck. There could be something useful in the logs, here are instructions how to obtain them: https://github.com/ValveSoftware/Proton#runtime-config-options
@HonkingGoose Yea I noticed that this morning, good peace of news. But no official release date could be end of 2019 haha.
@mati865 Honestly I have no idea I honestly think it's the GPU, it's getting old but I got it to a playable state. In caves and tombs its actually pretty smooth, the major drop in fps is in towns but you can still run around and do your business so for now I guess I'll have to make do with that and keep randomly checking for solutions.
It's hard to diagnose if it is the card because every one I see is playing on a gtx 1080 or more. I was planning on upgrading soon anyway so we will see.
In caves and tombs its actually pretty smooth, the major drop in fps is in towns
This and graphs you uploaded previously strongly indicate the CPU is holding back. It can be driver bug or whatever else but in the end CPU either cannot keep up or is not utilized properly.
So do I need new CPU or do we have some kind of settings we can play with? I already set the power to max performance from the command provided.
I also set the performance to max for the GPU in the nvidia control panel.
You said it's working fine on the Windows so it's not hardware issue.
You could run in the terminal this command:
while true; do (echo "%CPU %MEM ARGS $(date)" && ps -e -o pcpu,pmem,args --sort=pcpu | cut -d" " -f1-5 | tail) >> ps.log; sleep 5; done
And run around the city for about 1-2 minutes to get some data.
OK my new graphics card came today and I thought I would test it out...obviously. Indeed when changing the card it did help with the FPS on this game. I got up to 75 in towns as before I was getting 15, 25 - 30 ish. I am getting 90 to almost 150 outside of towns. I still set the CPU to performance and I also set the card to max power usage to help. without those settings I got around 40 - 50 in town still good. The card I got is GTX 1080 ti. So my theory was right.
My OS updated today and it had the latest nvidia drivers and vulkan for manjaro. Tested the game and I was getting amazing FPS up to 150 on ultra settings and around 70 in towns. We still got the flashing black skin though with the two settings mentioned previously set on. No big deal.
Just sharing since I stumbled upon this & it might provide useful.
Look at the DX11 frame latency & CPU clockspeed in the benchmark, then look at DX12.
September Benchmarks: https://youtu.be/9OKVPIOxtMY
December Benchmarks(Same problem still there: DX11 vs DX12: https://youtu.be/Am8951dIL8c
The overall framerates are _better_ in DX12, but the CPU clockspeed is not being maintained for some weird reason, the temps are not throttling and theres no power limit issues(tested via intelburn//realbench/prime), it easily holds 4.2ghz during stress & in DX11 so the problem is with DX12 only.
This weird DX12 behaviour would also explain why the game runs much better with windows power options set to high performance(force max clockspeed). But that's just a bandaid fix rather than a real one unless you want your CPU running full bore @ desktop without changing power settings all the time.
I took a direct video of the difference when enabling high performance here: https://youtu.be/tKrdKfdLhQ0
Doesnt happen in other DX12 games and appears to be isolated to Tomb Raiders DX12 API, so the problem would likely carry over to other OS, so set your CPU frequency to max using whatever means possible.
In regards to black skin,, screen space reflections would be one of the most likely culprits. I had a shadow clipping issue with an early release of SotTR that was caused by Screen Space Contact Shadows on High. medium fixed it, but the issue has since been patched. You can see it at the start of the in-game benchmark here: https://youtu.be/9OKVPIOxtMY
In Linux, you could probably use Feral's GameMode daemon to work around this, and set the CPU to performance governor.
I'm curious if anyone who has seen the black flashing skin issue has tried with a DXVK with https://github.com/doitsujin/dxvk/commit/6dd82dfe0317387458c6788dcf51a717422fdb48 and seen whether it resolves that issue.
@pdaniell-nv No, it doesn't resolve that here (nvidia). I think the black patches should be reflection from wet skin. Comparing graphics in Youtube "Let's Play" videos with my setup leads me to think that the skin isn't rendered correctly in many scenes: DXVK introduces color banding on Lara's skin, and it looks dull instead of "sweaty" or "wet" (not sure how to describe it). But this may well be a result of lower graphics settings.
I'm currently using the latest master build here compiled as winelib.
I don't know about all that but I'm playing with ultra settings, but to not have flashing black skin I must turn off Motion Blur
Screen Space Reflections
and Ambient Occlusion
Not sure about that last one to be honest. Also to keep the FPS above 100 and to not notice any lag in heavy populated areas I set the CPU to Performance Governor
The game runs great. On my second run through now :)
@mixalis1987 I'm using motion blur because I like that effect very much - it looks more natural and makes a better immersion during fast camera movements, so I never played without it. I tried with and without SSR but it didn't remove the black patches. I also really don't like turning off AO because everything looks too flat without it. But AFAIR I've ran the benchmarks without AO and the black patches were still there. This leaves us with motion blur but I don't see how that could create such an effect. Maybe it's a specific combination of those settings (and others, too, since you use ultra quality).
@kakra Hmm indeed turning on AO and setting it to HBAO+ removes the black skin however the other one BTAO will bring the black skin. Motion Blur and SSR will bring the black skin.
@mixalis1987 I tried HBAO+ and it didn't help here... There's some effect on Lara's skin that's causing it. It can also be seen with some NPCs but only during a few cutscenes.
@kakra I've been playing for over an hour with HBAO+ on and it looks fine with NPC's. Motion Blur and SSR still off though.
Now works for me with:
linux 4.20.1 (archlinux)
nvidia 415.25-6
Proton 3.16-6 Beta
Frame rates hover around 80 fps, never below 60 on a GTX 1080. No black artifacts.
It looks like my system is very similar to elimpnick's,
linux 4.20.1 (archlinux)
nvidia 415.25 (does the "-6" mean he has a more recent driver than me?)
proton 3.16-6 Beta
nvidia gtx 1080
but even after I tried matching the graphics settings shown in elimpnick's comment, I still get the black artifacts that so many people have been talking about. Strangely, it only seems to affect Laura and Jonah's skin while all other characters seem to be unaffected. It also seems to get worse when they are closer to the screen, so it may be that it affects other NPCs but haven't got close enough to notice. Besides the artifacts and the "No Display Adapter" warning mentioned by NeptNutz, the game seems to run fine for me.
nvidia 415.25 (does the "-6" mean he has a more recent driver than me?)
That part of the version number is not nvidia but arch specific. It's a subversion/revision, instance/build, or "generation" number - not really interesting for the driver itself. It's only some arch-internal versioning scheme.
@kakra Thank you for the clarification. In that case, I'm at a loss as to why elimpnick is able to get rid of the artifacts and I'm not. I'd like to do something help resolve this but I'm pretty new to both linux and programming, so I'm not sure where to start.
@shandstp I'm also seeing the artifacts no matter which settings I chose. Almost all NPCs will show these artifacts in cut scene close-ups, it's not only Lara and Jonah. It may be a driver/hardware combo thing. I'm running on a GTX 1050 Ti 4GB, FHD resolution.
The artifacts are still there with the same settings as elimpnick.
I am running kernel 4.19.14-300, nvidia drivers 425.27 and proton 3.16-6 beta.
I have a GTX 1080 too by my framerates are between 50 and 80, with the governor set to performance.
yea black artifacts still there, using wine 4.0-rc5 and nvidia 415.25 GTX 1080ti framereates around 80ish max settings.
I updated the game via steam, video drivers to 418.30 and the kernel to 4.20.6-200 and the black artifacts are gone. Same game settings.
@topolittle Thanks! Good to know. Once those drivers are out of beta I'll be updating :)
@topolittle I can confirm that the black artifacts are gone. I wonder if this also fixes the black pixel bleeding happening sometimes when TAA is turned on.
No longer working for me.
This is on Linux 5.0.5-arch1-1-ARCH, nvidia 418.56-3 and both proton 3.16.8 and 4.2-1.
Basically, the initial splash screen loads as a black screen, then the game exits.
If I add the following launch option: PROTON_USE_WINED3D=1 %command%
, I can get into the game, but it is unplayable (graphic errors and very low FPS). According to a user report here: https://www.protondb.com/app/750920, it seems it may be caused by a recent raytracing update in the game.
FWIW, it works for me when I dump the debug scripts via export PROTON_DUMP_DEBUG_COMMANDS=1
and then run it with /tmp/proton_andreas/run
. It doesn't work by clicking the play button in steam.
Don't really have time to dig further, but maybe this helps someone else figure out what's going on.
Couldn't help but notice this is tagged NVIDIA yet the original report mentions AMD :)
Can confirm the PROTON_DUMP_DEBUG_COMMANDS=1 method works. and does so better than running with PROTON_USE_WINED3D=1.
2019-04-14T06:48:31.136[I] DllMain.cpp:22 Attached GfeSDK.dll
Setting breakpad minidump AppID = 750920
Steam_SetMinidumpSteamID: Caching Steam ID: 76561198060810003 [API loaded no]
AL lib: (WW) GetSymbol: Failed to load jack_error_callback: /home/mvl/.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_64/libjack.so.0: undefined symbol: jack_error_callback
AL lib: (WW) jack_msg_handler: Cannot connect to server socket err = No such file or directory
AL lib: (WW) jack_msg_handler: Cannot connect to server socket
AL lib: (WW) jack_msg_handler: jack server is not running or cannot be started
AL lib: (WW) ALCjackBackendFactory_init: jack_client_open() failed, 0x11
AL lib: (WW) alc_initconfig: Failed to initialize backend "jack"
Timed out waiting for game mapping!
AL lib: (WW) ReleaseContext: 0x7fd1c400a290 released while current on thread
AL lib: (EE) ReleaseThreadCtx: Context 0x7fd1c400a290 current for thread being destroyed, possible leak!
AL lib: (WW) ReleaseContext: 0x7fd1c4009a20 released while current on thread
AL lib: (EE) ReleaseThreadCtx: Context 0x7fd1c4009a20 current for thread being destroyed, possible leak!
AL lib: (EE) ReleaseThreadCtx: Context 0x7fd1c4009a20 current for thread being destroyed, possible leak!
seems to have something todo with jack or audio libraries having a memory leak?
Also game no longer works in proton 4.2 for me
I tried @ah- 's method, it worked and indeed it remains very playable. Thanks for the workaround.
To recap, I did this:
PROTON_DUMP_DEBUG_COMMANDS=1 %command%
./tmp/proton_$USER/run
($USER
is your login).Tested on Linux 5.0.7-arch1, nvidia 418.56-7, proton 4.2-2.
Hello @themvl, you may have encountered https://github.com/ValveSoftware/steam-for-linux/issues/6045. Please opt into Steam's beta client and/or go to Steam -> Library dropdown -> tools and verify that Proton 4.2 is installed in the list.
Oh that was it. Now @ah- technique also works with proton 4.2-2 for me on manjaro fully updated.
/home/mvl/.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_64/libjack.so.0: undefined symbol: jack_error_callback
Looks like a different problem. Are you using jack?
Just a quick update, with proton 4.2-3, it's back to working normal again, no launch option workaround needed (at least for me). Yay!
I am getting the "no display adapter" warning with AMD drivers
Any way I can manually set DX12, since it is grayed out?
Does anyone experiencing massive stutter and audio lag?
I'm using Arch with kernel 5.1.14 and the latest proton 4.2.x. My GPU is RX 470 8GB.
The game have pretty playable framerate, hitting 60-70 on closed space and 30 on the festival. But the massive stuttering/lagging and audio lagging when in cut scene really make this unplayable.
I haven't been able to get this game work on new Ryzen 3800X computer via Proton (works fine on Windows).
Tried same files as on old 5820k computer and brand new installation, but unfortunately neither works.
Staring without launcher (-no-launcher
) also didnt help.
Other installed games on Steam works correctly, but Uplay Assassins Creed Odyssey also behaves similarly in wine.
Link to log file from PROTON_LOG=1
https://mega.nz/#!9Y5SWIzI!SIGApSwav001LLiEBP4e7kIxBgwAOc_Zyyh3rxcsEpU
Processor Information:
CPU Vendor: AuthenticAMD
CPU Brand: AMD Ryzen 7 3800X 8-Core Processor
Video Card:
Driver: NVIDIA Corporation GeForce GTX 1080 Ti/PCIe/SSE2
Driver Version: 4.6.0 NVIDIA 430.26
Operating System Version:
"Manjaro Linux" (64 bit)
Kernel Name: Linux
Kernel Version: 5.2.2-1-MANJARO
X Server Vendor: The X.Org Foundation
X Server Release: 12005000
X Window Manager: KWin
Steam Runtime Version: steam-runtime_0.20190711.3
@aaulia the stuttering is caused by shader compilation and therefore normal. You could try using mesa-aco-git to improve things a bit, but the problem won't go away.
Shadow of the Tomb Raider works fine
Issue transferred from https://github.com/ValveSoftware/Proton/issues/3045.
@darkfinedelight posted on 2019-09-08T05:38:06:
Play
button in the Steam client is sufficient.Hello @zeitt, in case you haven't happened across it yet, please give #2927 a read.
Is anyone experiencing an issue with this game and Proton 4.11 that would block it from being whitelisted?
@kisak-valve,
I am against, since the one year glitch still not fixed: the bushes where Lara can hide at the end of survival instincts for a moment becomes purple.
Here is RenderDoc https://mega.nz/#F!Mp5n2AhT!6ZfR3UcpsF8tKKNwDVDk9w I hope it helps to fix this long-playing issue.
Live demonstration: https://youtu.be/-AHirWCo_QA and https://youtu.be/eSn-REg6PBI
Hello @zeitt, in case you haven't happened across it yet, please give #2927 a read.
Is anyone experiencing an issue with this game and Proton 4.11 that would block it from being whitelisted?
I'm not sure if I can call it an "issue", but a native Vulkan port is coming. https://steamdb.info/app/750920/history/?changeid=6828397
Valve should tell Feral to hurry up.
There's a report for the purple color issue on the DXVK bug tracker: https://github.com/doitsujin/dxvk/issues/1152
Turns out that it only happens on Linux (on all drivers, so I think we can rule that out as well). When using DXVK on Windows it works fine. Not sure what the problem is (using native d3dcompiler doesn't fix the problem, already tested that).
After a while, the screen gets black. I can still move and get to the menu. Restarting the game from menu works and I get my screen back. And then again, after a while when playing the screen gets black.
Anyone else with same symptoms?
System:
GPU: GTX 1080
Kernel: 5.3.1
Proton: 4.11-6
Nvidia driver: 435.24.02
does the black fade in like smoke?
@xexpanderx I've never seen nor heard of that problem. Did this already happen on an older Proton version or an older Nvidia driver? And how long is "a while" exactly?
does the black fade in like smoke?
Exactly like this!
I just reinstalled the NVIDIA-driver, it may have been because of a new mesa upgrade which probably overrided my NVIDIA drivers. So, I reinstalled NVIDIA and so far no "fading black smoke".
I have not played in ages but for me last time I played after playing for like an hour or so the screen would start to go black starting from like a pixel and gradually getting bigger spreadig like a water affect, untill all the screen was black and you cant see anything. You could still open menu and navigate the menu but graphics was just black. To fix this I had to go into the graphic menu and lower a specific setting but can't rememember what one. I think something to do with TAA or somehting. If you changed the setting back and forth and kept it on its high setting the game would still work and the screen would reset back to normal so you can see but after some time it would do it again.
The best thing to do, so not to happen would be just to lower the setting a bit. But I'm not sure if that is the same problem that user is having.
Oh and mine was nvidia drivers that I'm using.
Currently, not playable on the current Proton version, while on that one before.
4.11.9
And then, some fallback menu to set the graphics and so on appears:
Once clicking on "Play" the game doesn't start, so it simply crashes silently.
4.2.9
Same issue here, but game is actually starting.
Hello @ShalokShalom, please add PROTON_LOG=1 %command%
to the game's launch options and drag and drop the generated $HOME/steam-$APPID.log into the comment box.
Separately, can you check if adding WINEDLLOVERRIDES="dxgi=n" %command%
to the game's launch options has an effect on Proton 4.11-9?
Hi there :hugs:
PROTON_LOG=1 %command% does not do anything here, so I am probably doing something wrong. No such file appears in my home directory.
WINEDLLOVERRIDES="dxgi=n" %command% is working. I still get the grey text boxes and fallback menu, while the game starts.
EDIT: It is about 4-6 frames slower in the build-in benchmark as 4.2.9.
Anything else there I can do?
I know there is a Linux port using Vulkan, but the trial version wasn't ported and it doesn't work in DX12 mode.
steam-974630.log
Hello @CSahajdacny, please open a separate compatibility report for the demo so that issues with it can be tracked properly.