Proton: Half-Life: Alyx (546560)

Created on 23 Mar 2020  Â·  163Comments  Â·  Source: ValveSoftware/Proton

Compatibility Report

  • Name of the game with compatibility issues: Half-Life: Alyx
  • Steam AppID of the game:546560

-

System Information

I confirm:

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

proton log:
https://gist.github.com/mathew2214/a1067ba8bae2d4928c6396b63e14240b

Symptoms

the game does not launch. instead giving the error:

VrOverlay failed initialization with error code
VRInitError_Init_InterfaceNotFound: "Interface Not Found (105)"

Game compatibility - Unofficial NVIDIA drivers cw

Most helpful comment

Hello, please opt into SteamVR's beta and retest.

From SteamVR beta 1.11.1:

Compositor:
- Fixed a memory leak in HL:A loading screens
- Fixed a GPU memory leak in HL:A loading screens on Linux based system

Linux:
- Fixed a HL:A crash

All 163 comments

Looks like err:steamclient:create_win_interface Don't recognize interface name: STEAMTV_INTERFACE_V001 is the line of interest from the log.

Same Error for me

Edit:
my Steam System Info: https://gist.github.com/TECHNOFAB11/8d479c06f7199b0c0ebf23275b531f2f

~Not exactly the same error, but also having issues launching the game.~ Proton log says it's the same error.
Using Proton 5.0-5 and tried the public, beta & linux_temp SteamVR builds.

Log of SteamVR launch:
https://gist.github.com/radriaanse/a13885c86e611e6529507a4500fa163f#file-steamvr_launch

Log of game launch:
https://gist.github.com/radriaanse/a13885c86e611e6529507a4500fa163f#file-hla_launch

Proton log:
https://gist.github.com/radriaanse/6860478d405853fc19aaf39a48cf1ecd

Error screenshot:
image

System info: https://gist.github.com/radriaanse/8e91a8c6b0fd8a20f12d1af97ba03fe3

For me it worked once I chose Proton 5.0-5 but performance is abysmal — that can’t just be my Vega 56, I have sometimes frame times of 50 ms and above.

For me it worked once I chose Proton 5.0-5 but performance is abysmal — that can’t just be my Vega 56, I have sometimes frame times of _50_ ms and above.

system info and proton log please?

Starts for me.
PC is struggling with rendering but my god this looks good compared to other VR FPS games I played.
Set these launch options: PROTON_LOG=1 RADV_PERFTEST=ACO
Performance seems to be better now.

Steam system info: https://gist.githubusercontent.com/zaggynl/19d6a81cd78c88066c7be8f132e63a3e/raw/51cf2ba54ad6cedea97c5648222216beb38ba0c2/gistfile1.txt

summary:
ubuntu 20.04 (upgraded for doom eternal, didn't help)
oibaf ppa for mesa-git (not sure if needed?)

streamvr beta screenshot: https://imgur.com/2hVVLfb.png

Proton log: pending

I manually chose Proton 5.0-5 and the game ran fairly well, however it always crashes to a black screen(with the headset ostensibly turning off) when entering the train after getting the pistol, where it seems a level change should occur. In some cases the game will display an error complaining about the steamVR library being out of date(even though steamVR is a newer version than the minimum it requests), in others the game will just freeze and must be manually closed.

System info: https://gist.github.com/VurtualRuler98/25db38bf420800016515507a88b32c38
Proton log: https://gist.github.com/VurtualRuler98/de263199e0d8bd6a836b54c679f8479e
vrserver log: https://gist.github.com/VurtualRuler98/a0b8d467f1a8bec8647289d09ce9799d
vrcompositor log: https://gist.github.com/VurtualRuler98/e573aec4e564f268e4b6b8e1e580459b

Hello @VurtualRuler98, err:vrclient:create_win_interface Don't recognize interface name: IVRInputInternal_002 looks like a line of interest from the log.

the game works fine here ( i7-8700K, RTX 2080, up2date arch linux, nvidia-dkms-440.64-5)
but it reprodacable crashes when entering the train wagon, probably while loading the next level chapter. In fact SteamVR crashes (including hmd turning off)!

the game works fine here ( i7-8700K, RTX 2080, up2date arch linux, nvidia-dkms-440.64-5)
but it reprodacable crashes when entering the train wagon, probably while loading the next level chapter. In fact SteamVR crashes (including hmd turning

Its general level loads as far as i can see. I could progress by saving before the level load, letting it crash (or not). After starting the game again it progresses just fine.
A bit annoying, but i save way to often anyway, so this will probably not remove to much progress for me.

Still, would be nice to have this fixed. Ill try to get a log next crash

Game launches on proton 5.0-5, but like others have said, performance is bad.

I also the game got stuck on the loading screen after the intro chapter, after the 2nd elevator.

Proton log

sys info

The SteamVR beta branch has some fixes related to loading screens for HL:A on linux.

The SteamVR beta branch has some fixes related to loading screens for HL:A on linux.

I'm on the beta branch already. Or do you mean linux_temp?

I'm probably missing something, but I'm still unable to launch even with the earlier mentioned launch options.
Still get the same error in both the log and gui.

The SteamVR beta branch has some fixes related to loading screens for HL:A on linux.

I'm on the beta branch already. Or do you mean linux_temp?

https://steamdb.info/app/250820/depots/
beta seems to be the most recently updated, although ~17 hours old.

the game works fine here ( i7-8700K, RTX 2080, up2date arch linux, nvidia-dkms-440.64-5)
but it reprodacable crashes when entering the train wagon, probably while loading the next level chapter. In fact SteamVR crashes (including hmd turning

Its general level loads as far as i can see. I could progress by saving before the level load, letting it crash (or not). After starting the game again it progresses just fine.
A bit annoying, but i save way to often anyway, so this will probably not remove to much progress for me.

Still, would be nice to have this fixed. Ill try to get a log next crash
I can confirm that loading immediately after entering the wagon fixes this glitch. thank you for the workaround!
I'm on SteamVR beta branch btw (not linux beta). the game is mostly at playable speed with some hickups here and there. quiet long loading times, but this might be hdd related and no bigger issue (for me)

had to symlink my .local/share/Steam/SteamApps folder to .local/share/Steam/steamapps to get the controllers to work

After loading the game up again, it works better in the levels that I already had been at. But after going forward in the game (in the courtyard which was featured in the steamvr home previews), the performance tanks again.

At that point I tried saving and loading, but it got stuck on the load screen, while everything was laggy and slow. Even the controllers and view moved in slow motion.

I was using RADV_PERFTEST=ACO on the hl alyx, as well as the beta branch of steamvr.

I didn't have any launch or even crash problems at all but sometimes HL:A used all of the GPU and had refresh rates and jittering that was horrible. I solved almost all of these by setting the resolution / super sampling of the Index down to 30%. The problem of the loading screen remains: sometimes it uses the GPU to its full extent and takes like 5 minutes to load, while the PC is unresponsive (even the mouse!) and you get 3fps in VR. After that it does recover again though and is completely playable again.
I'm using a 5700 XT with aco, on the beta branch of SteamVR.

I didn't have any launch or even crash problems at all but sometimes HL:A used all of the GPU and had refresh rates and jittering that was horrible.

I am having this issue as well, however i have determined it is a VRAM issue and possibly a memory leak. I have tried turning res per eye down and in game fidelity as well all the way down. These help but it only extends the time to VRAM starve. System specs as follow
OS: Arch Linux x86_64
Kernel: 5.6.0-rc2-1
CPU: 5820K OC to 4.6GHz
GPU:/5700 XT
Memory: 48182MiB (48GB)
Driver: mesa-git 20.0.0_devel.119657.58ba7b696dd-1
SteamVR: Version 1.10.32 (1584924836)
HMD: Index

Here is a shot of the desktop view with DXVK HUD showing the overloaded VRAM
image

I can trigger this overload even if i just stay in once spot it just takes much longer. Please let me know if there is anything else i can provide to help track this down.

For me it also crashes when a new level is loaded, sometimes during a train or when arrested. But also when selecting saves.
It's going well but the performance could be better.

System:
i7-4770k
Nvidia 2060 super (8gb) [440.64]
32 GB Ram
HTC Vive

Syslog
dmesg:
RenderThread[3829]: segfault at 8 ip 000000000058ef9d sp 00007f5ad0faaee0 error 4 in vrcompositor[400000+36b000]
[ 737.625405] Code: 01 00 00 00 0f 84 73 02 00 00 8b 80 10 01 00 00 48 8d 44 10 10 48 8b 44 c7 10 48 85 c0 48 89 85 40 ff ff ff 0f 84 6a 02 00 00 <41> 8b 47 08 83 f8 14 0f 87 76 02 00 00 48 8d 15 cf ff 11 00 45 8b

I also just lost some saves to god-knows where (basically all reset to the launch before the one that crashed/newer ones just gone). I think that might be a steam cloud issue, but no idea how i should approach this

@lordkitsuna well, the problem only appears after two or three loading screens so that sounds like it is the issue. Weirdly though right now I have only 4038MB of 8 gigs used and got the problem.

This happens to me at every level after getting in the train. No matter how quickly a level is completed.

@mathew2214 Sorry for being a bad reporter earlier:

System Information

  • GPU: Vega 56
  • Driver/LLVM version: DRM 3.36.0, LLVM 9.0.1, Mesa 19.3.4
  • Kernel version: 5.5.10-arch1-1
  • Link to full system information report as Gist
  • Proton version: 5.0-5
  • SteamVR: beta (1.10.32)
  • Proton log

I crashed on me now after a nice hour of game play just after successfully loading the next level (just after fighting the head crabs), probably because I set down my HMD during the loading. Unfortunately I did not have PROTON_LOG=1 set yet. :-/

The real bummer though is that there was a hot fix release for SteamVR beta just twenty minutes ago and now SteamVR won’t start — I’ll reboot to check if I did something to break things. I had to kill SteamVR due to the earlier crash after all.

//edit: I don’t know if it’s the hot fix but my frame times are a lot better now. Still not the desirable 11 ms but absolutely bearable 13-15 ms with better reprojection, too, as it seems. No more frasnell effect — but let’s see, maybe it’s just the level. I’ll keep you posted.

//edit2: Added log of latest gameplay which crashed after loading a save — for the second time, due to dying twice …

@kivoli Seeing that you are on Arch as well, did you do anything special besides adding that launch option to be able to start?
I've been playing around with some settings and other kernels/mesa-git packages but I'm still not able to get past that first error.

@radriaanse SteamVR Beta (not forcing any Proton-Version) and Proton 5.0-5 for Alyx although the latter was enough for me to get it running in the first place, even with the non-beta SteamVR.

I'm not as familiar with lsteamclient stuff so I don't know how much of a problem the STEAMTV_INTERFACE_V001 thing is going to be but I can already tell that the game requesting IVRInputInternal_002 is going to be a difficult problem to fix in the vrclient shim. As far as I can tell that's not exposed by openvr and looks like it's internal to SteamVR itself.

@kisak-valve Is it possible you could contact somebody who works on openvr/steamvr and get more information on this, or do you have any info on if the linux native build is coming soon enough that this wouldn't be worth dealing with?

Proton 5.0.5 has all the support needed for these interfaces already. SteamVR beta and the Steam client Beta with Proton 5.0.5 should be all that's needed to play, at the moment.

Well, the game would get past the "press trigger" without the symlink mentioned by FredrikHson. Only mine had to be in a different location because I used an additional library.

And I too get the crash in vrcompositor after getting in the train.

The crash in the compositor happens after longer play sessions that go through several transitions, it seems to run out of memory. Restarting everything should let you play proceed forward and play the next level when that happens now.

Thanks for the report on old-style library folder casing causing issues.

@Plagman Do you have any idea if the

https://github.com/ValveSoftware/Proton/issues/3681#issuecomment-602768786

VRInitError_Init_PathRegistryNotFound: "Installation path could not be located (110)

Is at all related to this issue, as I'm still not able to launch the game.
All other (VR) games work just fine, tried reinstalling SteamVR, HL:A, Proton.

Proton 5.0.5 has all the support needed for these interfaces already. SteamVR beta and the Steam client Beta with Proton 5.0.5 should be all that's needed to play, at the moment.

Thanks. I'm pretty rusty with Proton so I'll probably need to see what changed there in vrclient later.

I can't get a log myself to confirm but looking at the new log from kivoli they have SteamVR beta and Proton 5.0.5 and are still getting messages about those interfaces missing. I'm guessing if they're not causing any of these issues it's not a big problem, though.

The crash in the compositor happens after longer play sessions that go through several transitions, it seems to run out of memory.

Loaded in just before capture. Ran through the next bit in 10 minutes and crashed again at the train. That was after a fresh start on a 32GB machine. Error similar to the one posted above, but the segfault address is different each time.

Saved right before the train this time, so I'll check if that gets me beyond that point tomorrow.

@Plagman I had the linux_temp version of Steam VR activated. Maybe that was the problem, will try with exactly what you said in the morning. Really hoping it works, heard awesome things about HL Alyx and really wanna play it ^^

I can't get a log myself to confirm but looking at the new log from kivoli they have SteamVR beta and Proton 5.0.5 and are still getting messages about those interfaces missing.

No, sorry for the confusion — I don’t get this message with Proton 5.0-5 anymore and it’s launching/working. My issues are of a different nature:

a) Crashing from time to time, especially during loading
b) Rather unsatisfactory performance

+1 for the issue with the crashing with boarding the train. Really disappointing, but hopefully it will be fixed soon.

I have had consistent crashes when entering the train and really anywhere there is a loading scene, or just loading a save while in game. The workaround for this issue I found was to save immediately before entering where you would crash, restart the game and after loading in, getting to the loading screen as quickly as possible.

I definitely have an issue with not having enough vram, having a 980 (4gb), though the gpu itself isn't all that strained by the game. Looking at nvidia-smi, there's no free vram free when running the game. My cpu and ram are pretty free though, so I don't believe there's any issue with a memory leak. Performance is rather meh. On the lowest settings, I barely manage to sustain 90fps, dropping below that in areas I don't expect, such as when looking at the second upgrade station, though I suspect that's related to the vram issue.

I am running the latest (beta where applicable) Steam, SteamVR, and Proton. I have verified the integrity of Alyx's files.

System Info:

OS: Arch Linux x86_64
Kernel: 5.5.11-zen1-1-zen
GPU: GTX 980 running 440.64
SteamVR: Version 1.10.32 (1584924836)
HMD: Vive

This happens to me at every level after getting in the train. No matter how quickly a level is completed.

I'm having the exact same issue. Steam VR crashes after getting on the train. Other people have said that it crashes in general when attempting to load a new level.

I've noticed some issues:

  • Stutters, not all the time but often enough to ruin the experience
  • At one point some geometry got FUBAR, polys of some object freaking out and spreading throughout the room
  • When I stuck my hand through one of the first doorways leading in from the outdoors, my hand turned pitch black and void of detail
  • Sometimes the game disappears and I see the SteamVR game loading screen for a few seconds

I'll have to try again with Mesa 20 tomorrow. Might work better.

OS: Arch Linux
Kernel: 5.5.11-arch1-1
CPU: Ryzen 7 1700X
GPU: Radeon 5700 XT
Driver/LLVM version: DRM 3.36.0, LLVM 9.0.1, Mesa 19.3.4
HMD: Vive
Gist: https://gist.github.com/yaomtc/d0364080eb7dca2448ef0d949275b691

EDIT: Tried Mesa 20, perhaps a bit better but still pretty bad. Lot of choppiness when big things happen, and I still often get the temp loading screen.

I can't get a log myself to confirm but looking at the new log from kivoli they have SteamVR beta and Proton 5.0.5 and are still getting messages about those interfaces missing.

No, sorry for the confusion — I don’t get this message with Proton 5.0-5 anymore and it’s launching/working. My issues are of a different nature:

a) Crashing from time to time, especially during loading
b) Rather unsatisfactory performance

I understand that it's mostly working, but from the log you posted, the messages are still there, ie on line 1121. That's all I meant.

Running Arch Linux, Mesa 20.0.2 and Vega 56 I'm getting severe performance degradation whenever heavy lighting is involved. After the part where a hijacked scanner gets destroyed and you go into a room with a TV just looking at the TV tanks the FPS.
ACO really helps with shader compilation, but it doesn't help there sadly.
Can pretty much confirm this comment.

With switching between the beta branch and the stable branch of SteamVR I can get through loading screens. (Which is weird because both are version 1.10.32) This "fix" doesn't work for the loading screen when you enter:


Spoiler warning
The Northern Star

EDIT: The workaround mentioned in ValveSoftware/SteamVR-for-Linux#318 does work to get further.

The linux_temp branch doesn't work at all for me.
I should also mention that I have Ferals gamemode on.

OS: KDE neon 5.18
KDE Plasma Version: 5.18.3
KDE Frameworks Version: 5.68.0
Qt Version: 5.5.11-050511-generic
Kernel: 5.5.11-zen1-1-zen
GPU: GTX 970 running 440.64 (below minimum spec but the game did run pretty good)
SteamVR: Version 1.10.32
HMD: Valve Index

The game didn't work for me at first but it started working after restarting steam (after the first installation of half life alyx)

I am very disappointed with terrible performance. Severe frequent drops on 2080ti on lowest details? :disappointed: Enabling legacy reprojection seemed to help a bit at opening calm scenes. The crash in a train (after getting weapon) was actually convenient, I was starting to literally get sick from those stutters (freezes for short time). Most likely won't play until Valve will fix it.

Releasing a game unplayable on Linux. If it was any other company, I would have been expecting this, but from Valve, that I didn't expect at all.

Steam: Mar 23 2020, at 22:21:54
SteamVR: 1.10.32
Proton: 5.0-5
HMD: Valve Index

other pc info

System:    Host: xxx Kernel: 5.5.7-1-MANJARO x86_64 bits: 64 compiler: gcc v: 9.2.1 Desktop: i3 4.18 Distro: Manjaro Linux
Machine:   Type: Desktop Mobo: ASRock model: X570 Phantom Gaming X serial:  UEFI: American Megatrends v: P1.80
           date: 08/08/2019
CPU:       Topology: 8-Core model: AMD Ryzen 7 3800X bits: 64 type: MT MCP arch: Zen L2 cache: 4096 KiB
           flags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 sse4a ssse3 svm bogomips: 124848
           Speed: 3559 MHz min/max: 2200/3900 MHz Core speeds (MHz): 1: 3559 2: 4449 3: 1980 4: 1969 5: 2200 6: 2199 7: 2200
           8: 2196 9: 1987 10: 1984 11: 2199 12: 2189 13: 2176 14: 2178 15: 3559 16: 4435
Graphics:  Device-1: NVIDIA TU102 [GeForce RTX 2080 Ti Rev. A] vendor: ASUSTeK driver: nvidia v: 440.59 bus ID: 10:00.0
           Display: x11 server: X.Org 1.20.7 driver: nvidia resolution: 1920x1080~60Hz, 3840x2160~60Hz, 1920x1080~60Hz
           OpenGL: renderer: GeForce RTX 2080 Ti/PCIe/SSE2 v: 4.6.0 NVIDIA 440.59 direct render: Yes
Audio:     Device-1: NVIDIA TU102 High Definition Audio vendor: ASUSTeK driver: snd_hda_intel v: kernel bus ID: 10:00.1
           Device-2: Advanced Micro Devices [AMD] Starship/Matisse HD Audio vendor: ASRock driver: snd_hda_intel v: kernel
           bus ID: 12:00.4
           Device-3: Valve type: USB driver: cdc_acm,hid-generic,usbhid bus ID: 3-4.3.3:9
           Device-4: Valve type: USB driver: hid-generic,snd-usb-audio,usbhid
           Sound Server: ALSA v: k5.5.7-1-MANJARO
Network:   Device-1: Intel Wi-Fi 6 AX200 driver: iwlwifi v: kernel bus ID: 08:00.0
           IF: wlp8s0 state: down mac: 
           Device-2: Intel I211 Gigabit Network vendor: ASRock driver: igb v: 5.6.0-k port: e000 bus ID: 0a:00.0
           IF: enp10s0 state: up speed: 1000 Mbps duplex: full mac: 
           Device-3: Realtek RTL8125 2.5GbE vendor: ASRock driver: r8169 v: kernel port: d000 bus ID: 0c:00.0
           IF: enp12s0 state: down mac: 
Drives:    Local Storage: total: 2.05 TiB used: 1.79 TiB (87.6%)
           ID-1: /dev/nvme0n1 vendor: Samsung model: SSD 970 EVO Plus 250GB size: 232.89 GiB
           ID-2: /dev/nvme1n1 vendor: Samsung model: SSD 970 EVO Plus 250GB size: 232.89 GiB
           ID-3: /dev/nvme2n1 vendor: Samsung model: SSD 970 EVO Plus 250GB size: 232.89 GiB
           ID-4: /dev/sda vendor: Western Digital model: WD20EZRZ-00Z5HB0 size: 1.82 TiB
Partition: ID-1: / size: 219.27 GiB used: 186.32 GiB (85.0%) fs: ext4 dev: /dev/dm-0
           ID-2: swap-1 size: 8.80 GiB used: 12.0 MiB (0.1%) fs: swap dev: /dev/dm-1
Sensors:   System Temperatures: cpu: 61.9 C mobo: 48.5 C gpu: nvidia temp: 47 C
           Fan Speeds (RPM): fan-1: 0 fan-2: 1111 fan-3: 0 fan-4: 860 fan-5: 864 fan-6: 2657 fan-7: 1037 gpu: nvidia fan: 42%
Info:      Processes: 395 Uptime: 9h 10m Memory: 31.29 GiB used: 4.36 GiB (13.9%) Init: systemd Compilers: gcc: 9.2.1
           Shell: zsh v: 5.8 inxi: 3.0.37

Hmm, most loading screens now seem to lag SteamVR extremely (the video even has a 2 second delay from my actions, not just low frame rate) until it eventually crashes SteamVR _without filling the VRAM._ The VRAM wasn't even at 3 gigs yet.

I am very disappointed with terrible performance. Severe frequent drops on 2080ti on lowest details? Enabling legacy reprojection seemed to help a bit at opening calm scenes. The crash in a train (after getting weapon) was actually convenient, I was starting to literally get sick from those stutters (freezes for short time). Most likely won't play until Valve will fix it.

Releasing a game unplayable on Linux. If it was any other company, I would have been expecting this, but from Valve, that I didn't expect at all.

Steam: Mar 23 2020, at 22:21:54
SteamVR: 1.10.32
Proton: 5.0-5
HMD: Valve Index

other pc info
System: Host: xxx Kernel: 5.5.7-1-MANJARO x86_64 bits: 64 compiler: gcc v: 9.2.1 Desktop: i3 4.18 Distro: Manjaro Linux
Machine: Type: Desktop Mobo: ASRock model: X570 Phantom Gaming X serial: UEFI: American Megatrends v: P1.80
date: 08/08/2019
CPU: Topology: 8-Core model: AMD Ryzen 7 3800X bits: 64 type: MT MCP arch: Zen L2 cache: 4096 KiB
flags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 sse4a ssse3 svm bogomips: 124848
Speed: 3559 MHz min/max: 2200/3900 MHz Core speeds (MHz): 1: 3559 2: 4449 3: 1980 4: 1969 5: 2200 6: 2199 7: 2200
8: 2196 9: 1987 10: 1984 11: 2199 12: 2189 13: 2176 14: 2178 15: 3559 16: 4435
Graphics: Device-1: NVIDIA TU102 [GeForce RTX 2080 Ti Rev. A] vendor: ASUSTeK driver: nvidia v: 440.59 bus ID: 10:00.0
Display: x11 server: X.Org 1.20.7 driver: nvidia resolution: 1920x1080~60Hz, 3840x2160~60Hz, 1920x1080~60Hz
OpenGL: renderer: GeForce RTX 2080 Ti/PCIe/SSE2 v: 4.6.0 NVIDIA 440.59 direct render: Yes
Audio: Device-1: NVIDIA TU102 High Definition Audio vendor: ASUSTeK driver: snd_hda_intel v: kernel bus ID: 10:00.1
Device-2: Advanced Micro Devices [AMD] Starship/Matisse HD Audio vendor: ASRock driver: snd_hda_intel v: kernel
bus ID: 12:00.4
Device-3: Valve type: USB driver: cdc_acm,hid-generic,usbhid bus ID: 3-4.3.3:9
Device-4: Valve type: USB driver: hid-generic,snd-usb-audio,usbhid
Sound Server: ALSA v: k5.5.7-1-MANJARO
Network: Device-1: Intel Wi-Fi 6 AX200 driver: iwlwifi v: kernel bus ID: 08:00.0
IF: wlp8s0 state: down mac:
Device-2: Intel I211 Gigabit Network vendor: ASRock driver: igb v: 5.6.0-k port: e000 bus ID: 0a:00.0
IF: enp10s0 state: up speed: 1000 Mbps duplex: full mac:
Device-3: Realtek RTL8125 2.5GbE vendor: ASRock driver: r8169 v: kernel port: d000 bus ID: 0c:00.0
IF: enp12s0 state: down mac:
Drives: Local Storage: total: 2.05 TiB used: 1.79 TiB (87.6%)
ID-1: /dev/nvme0n1 vendor: Samsung model: SSD 970 EVO Plus 250GB size: 232.89 GiB
ID-2: /dev/nvme1n1 vendor: Samsung model: SSD 970 EVO Plus 250GB size: 232.89 GiB
ID-3: /dev/nvme2n1 vendor: Samsung model: SSD 970 EVO Plus 250GB size: 232.89 GiB
ID-4: /dev/sda vendor: Western Digital model: WD20EZRZ-00Z5HB0 size: 1.82 TiB
Partition: ID-1: / size: 219.27 GiB used: 186.32 GiB (85.0%) fs: ext4 dev: /dev/dm-0
ID-2: swap-1 size: 8.80 GiB used: 12.0 MiB (0.1%) fs: swap dev: /dev/dm-1
Sensors: System Temperatures: cpu: 61.9 C mobo: 48.5 C gpu: nvidia temp: 47 C
Fan Speeds (RPM): fan-1: 0 fan-2: 1111 fan-3: 0 fan-4: 860 fan-5: 864 fan-6: 2657 fan-7: 1037 gpu: nvidia fan: 42%
Info: Processes: 395 Uptime: 9h 10m Memory: 31.29 GiB used: 4.36 GiB (13.9%) Init: systemd Compilers: gcc: 9.2.1
Shell: zsh v: 5.8 inxi: 3.0.37

This is interesting, I'm having great performance on a much lower spec machine. RTX 2070 plus Ryzen 3600.

OS: Manjaro Plasma (Linux)
Kernel: 5.4.27-1
CPU: AMD Ryzen 3900X
GPU: Nvidia 2080TI
Memory: 32GB
Nvidia driver: 440.64
SteamVR: 1.10.32 (1584924836)
Proton: 5.0-5
HMD: Index

Also getting the "Level-transition"-crash when entering the train-wagon and the quarantine-zone (haven't played further). If vRAM was getting filled wouldn't 2080TI-users crash later than any other considering most other cards have significantly less vRAM?
Also getting the heavy stutter that seems to reduce significantly after the first playthrough (shader-cache being generated?). For instance, lag/stutter went through the roof in Russel's Lab, it reaaally didn't like that place, probably because of the increased details in everything there (somebody mentioned TV-screens, Russel's Lab has a lot of those).
Seems like these are common across all configurations on linux at the moment.

Well, as I get crashes without the VRAM being filled that is probably not the only issue but very possibly still one of the problems.
Now later in the game I also consistently get stutters every time I open the weapon inventory once I'm in the game for like 3-10 minutes. It always crashes on loading screens now, too, unless I load a save that's right before the level transition.

@Plagman Do you have any idea if the

#3681 (comment)

VRInitError_Init_PathRegistryNotFound: "Installation path could not be located (110)

Is at all related to this issue, as I'm still not able to launch the game.
All other (VR) games work just fine, tried reinstalling SteamVR, HL:A, Proton.

Try this workaround: https://github.com/ValveSoftware/Proton/issues/3652#issuecomment-602633710

Hello, please opt into SteamVR's beta and retest.

From SteamVR beta 1.11.1:

Compositor:
- Fixed a memory leak in HL:A loading screens
- Fixed a GPU memory leak in HL:A loading screens on Linux based system

Linux:
- Fixed a HL:A crash

Seems significantly more playable, thank you. Still choppiness, still some loading lag, but overall less. Noticeable step in the right direction!

Two odd things of note:

  • This still happens:
    Screenshot_20200324_231458
    Though to a more subtle degree than the last time. So far only a couple plastic bottles.

  • While visiting Russel's room for the first time, when I teleported at one point I was thrown like... a good 100 yards out of the building, into some building geometry and I was able to see a lot of the out of bounds area I wouldn't be able to otherwise... I was unable to get anywhere useful other than down, which was too far and killed me.

I'll make sure to get Proton log next time (and possibly a video capture if I can do it without much CPU usage).

I also posted this on the Steam VR for Linux issue tracker, but I wanted to report that I'm still experiencing crashes during level transitions, after dying while trying to load an auto save checkpoint, and when attempting to quit back to the main menu.

I've been using the save trick (saving right before a level transition) to work around some of these crashes.

I've fully updated the game and am using the latest Steam VR beta release.

I'll report back with detailed logs and system information.

Thanks!

Like rstube, I also posted on the SteamVR issue tracker but unlike him, my post was a few hours back, just shortly after the SteamVR update.

After the update, it does appear the game is a little easier to run looking at the performance graph, I had 9-10ms frametimes instead of just barely under 11. I also noticed the game doesn't appear to be quite as laggy during the loading screens. It still lags, but it's not as much as before. I never really had any choppiness except on the rooftop during the game's start.

I have also always had issues with the game crashing during any type of loading a new level, be it from a save after dying, from the menu in game, or entering a new level, just not from the main menu after starting the game, of course. The latest updates to SteamVR and Alyx have not resolved those particular issues.

I did notice that Alyx is not eating vram immediately, though. It still climbs to all 4GB used while loading into the game from the menu, but it's no longer immediately jumping to that when the game starts. It also appears to be using about 30-40MB less as a whole.

Unrelated to the crash. But how is the sound for everyone? I've experienced quite a bit of "crackling" and heard similar on a stream. If this is common, it might be a proton issue and worth a separate issue.

haven't tested the steamvr beta update yet, but thanks for the quick fix!
edwin-v. I know what you mean. Haven't noticed it in HL-Alyx yet, but randomly in other games, f.e. in ToTheTop.

Unrelated to the crash. But how is the sound for everyone? I've experienced quite a bit of "crackling" and heard similar on a stream. If this is common, it might be a proton issue and worth a separate issue.

I'm also experiencing a lot of audio crackling.

I have some audio crackling, but it hasn't been very intrusive or bothering.
I also noticed that the reflex sight doesn't actually highlight enemies, which I saw it do in pre-release gameplay. I'm unsure if this is a change, or a rendering bug.

just tried again, and the SteamVR crash while loading next level still occurs with SteamVR beta 1.11.1!
happened here:
2020-03-25-172422_1870x1037_scrot

I tested it again and started a new save, however the game started lagging again after descending to the laundromat (where you meet the woman). This time I quit before the game stopped responding altogether.

Again I am using the latest beta client + steamvr beta + proton.

sys info (same as before)

latest proton log

Audio crackling and waterbottle geometry issues for me as well.
Noticed head tracking screws up when the chaperone gets activated. Turning head results in jittery world geometry. Controllers seem fine. Restarting the game fixes this issue.

System Information
GPU: 5700XT
Driver/LLVM version: DRM 3.36.0, 5.6.0-0.rc7.git0.1.fc31.x86_64, LLVM 11.0.0
Kernel version: 5.6.0-0.rc7.git0.1.fc31.x86_64
Proton version: 5.0-5
SteamVR: beta (1.11.1)
sys info

So, the good news first: With the latest versions of SteamVR beta (1.11.1) and Alyx (1.1) my experience improved a lot. The initial menu and loading screens were smooth for the first time since Monday and loading was so fast I deliberately loaded a save game three times in a row because I didn’t want to waste a bullet - unlike yesterday and before when I dreaded the idea of having to load a save.

The bad news is that after about 30 minutes things started to change, most notably I started having tracking issues. After about 45-50 minutes a loading screen gave me nausea again due to lagging and it took forever so I took it as a hint that maybe there is some kind of memory leak (like the one people have suggested in this thread), still and quit the game before crashing out of it like the previous evenings.

Added the newest log file to the gist in case it may help:
https://gist.github.com/kivoli/4e851d9f8d11a2d9151406bd4fbf490c#file-steam-546560-log-2020-03-25

@yaomtc This PR should resolve your water bottle issue.

For all of you with crackling audio, please see this post: https://github.com/ValveSoftware/SteamVR-for-Linux/issues/215#issuecomment-572752506

TLDR, setting default-sample-rate = 48000 in /etc/pulse/daemon.conf and then a pulseaudio -k (to restart the pulse audio daemon) fixes the mic issues and the crackling audio. I've been doing this for a while to work around crackling audio!

_Note: look for the commented out line in your /etc/pulse/daemon.conf, uncomment it, and make the change._

After a reboot, pulse audio should always use the new default same rate, so you don't need to do the pulseaduio -k again. It's only necessary after the initial change to the configuration file.

_Note 2: some people report needing to do create a ~/.config/pulse/daemon.conf file with the same settings. This wasn't necessary for me, but I don't use Discord._

TLDR, setting default-sample-rate = 48000 in /etc/pulse/daemon.conf and then a pulseaudio -k (to restart the pulse audio daemon) fixes the mic issues and the crackling audio.

I've been doing that for ages as well. Haven't had a problem with it since. Until HL:Alyx.

100% mongoose here, so I'm not even getting to see the problems which others in this thread are seeing…

(Linux 5.5.5 & Mesa 20.0.2 driving Polaris. ACO in use.)

The water bottle issue also happens with grenades and the SMG after you upgrade it with the reflex site. It makes the SMG very difficult to use since I can't see where I'm aiming because the graphical glitches are obstructing my view.

Will there be a release of DXVK with this fix soon? I'm finding it very difficult to build DXVK from source on Linux Mint 19.3 and this glitch is making it difficult to continue playing the game.

Alright, I think this is a complete list of the issues with the game at the current time.

  1. Most importantly, the game crashing when there is any form of loading. Some examples are loading into a new level, loading a save after dying or just from the menu while in game, or exiting to the main menu.

    • I've found that saving, reloading the game, and immediately jumping into the loading screen does work around this. Others here have confirmed this.

  2. Overall bad performance and choppiness.

    • It appears we all have a hard time maintaining 90 or 144fps while in game, regardless of our hardware.

    • My game isn't choppy a good majority of the time, but when I look at an activated upgrade station, I get choppiness. This doesn't happen with deactivated stations.

    • Starting at some point in the game, the weapon menu starts to cause the game to lag while in view.

  3. Crackling audio.

    • It appears that setting default-sample-rate = 48000 in /etc/pulse/daemon.conf (and maybe in ~/.config/pulse/daemon.conf) then restarting pulseaudio with pulseaudio -k manages to solve this issue. This fix does not appear to work for everyone, though.

  4. Object geometry bugging out. It appears this sometimes launches the player out of the level. https://github.com/ValveSoftware/Proton/issues/3681#issuecomment-603623256

    • I've never seen the geometry of objects bug out, but I have been randomly launched out of the level once.

  5. The game spitting out an error about an unsupported SteamVR version.

    • Only happens after the game crashes, so this is minor.

  • The game still fills my 980's memory, but it only has 4GB. Let me know if you guys are still having issues with the game using too much vram and I'll make it an item on the list.

Crackling audio.

* It appears that setting `default-sample-rate = 48000` in `/etc/pulse/daemon.conf` (and maybe in `~/.config/pulse/daemon.conf`) then restarting pulseaudio with `pulseaudio -k` manages to solve this issue.

This did not fix the issue for me, I also haven't noticed any audio issues in anything else but HL:A

Crackling audio.

* It appears that setting `default-sample-rate = 48000` in `/etc/pulse/daemon.conf` (and maybe in `~/.config/pulse/daemon.conf`) then restarting pulseaudio with `pulseaudio -k` manages to solve this issue.

This did not fix the issue for me, I also haven't noticed any audio issues in anything else but HL:A

Aww shucks, I was hoping this would work for others. I'm sorry to hear that.

Just to show how badly the object geometry can bug out.

Here is me holding the shotgun with a grenade attached:
20200328084453_1

Here is me holding the SMG:
20200328084618_1

Opening the menu and closing it very quickly does make it better, the longer I have the menu open the worse it gets.

Yeah I'm in the same boat as @dsalt.
"Timed out waiting for response from Mongoose. SteamVR needs to be restarted."
I noticed we're both experiencing Problems with the vrwebhelper (https://github.com/ValveSoftware/SteamVR-for-Linux/issues/278). I'm unsure what the "Mongoose" component is but I figure it's related to the vrwebhelper since it tries to start it right before erroring out.

I'm unsure what the "Mongoose" component is but I figure it's related to the vrwebhelper since it tries to start it right before erroring out.

My guess would be (based on the "web" part) mongoose and since that's using MongoDB, maybe some issue with connecting to a db server on localhost?

If that's case, this might be relevant:

If the local connection fails then try using 127.0.0.1 instead of localhost. Sometimes issues may arise when the local hostname has been changed.

Or maybe just a firewall or a permission problem?

Now later in the game I also consistently get stutters every time I open the weapon inventory once I'm in the game for like 3-10 minutes. It always crashes on loading screens now, too, unless I load a save that's right before the level transition.

I too started getting those, I think it started happening around chapter 7. Looks like opening the weapon selection thing not only results in immediate stutter, but also slows down the whole game until restart. It gets a little bit worse with every subsequent weapon selection until the game is basically unplayable and needs a restart.

At this point I need to restart the game every 5-10 minutes, while a few chapters ago I could be playing for hours without major issues (except laggy loadings).

Specs: RX 5700 XT, Mesa-git, ACO, Valve Index @ 120Hz, SteamVR beta

Now later in the game I also consistently get stutters every time I open the weapon inventory once I'm in the game for like 3-10 minutes. It always crashes on loading screens now, too, unless I load a save that's right before the level transition.

I too started getting those, I think it started happening around chapter 7. Looks like opening the weapon selection thing not only results in immediate stutter, but also slows down the whole game until restart. It gets a little bit worse with every subsequent weapon selection until the game is basically unplayable and needs a restart.

At this point I need to restart the game every 5-10 minutes, while a few chapters ago I could be playing for hours without major issues (except laggy loadings).

Specs: RX 5700 XT, Mesa-git, ACO, Valve Index @ 120Hz, SteamVR beta

I also experience this issue. I do not know at exactly what point it started to happen, but I believe it started after getting the SMG.

I also am getting this just after chapter 3

If the local connection fails then try using 127.0.0.1 instead of localhost. Sometimes issues may arise when the local hostname has been changed.

Or maybe just a firewall or a permission problem?

Localhost resolves to ::1 or 127.0.0.1 as expected. Local IP-tables accepts all.
I don't run SELinux or AppArmor so I'm not sure what should prevent a process from accessing localhost.

Quick update: The latest update to Alyx (1.2) didn't fix the crashing at level-transition/loading-bug or the stutter-bug.

My money by now is that it is mostly an issue with SteamVR as I have observed the behaviour also mentioned here https://github.com/ValveSoftware/SteamVR-for-Linux/issues/318#issuecomment-605629203

I posted this over on the SteamVR-for-Linux issue tracker, but just to spread around the information I thought I would post it here too.

I've been able to somewhat mitigate the problem by turning down the texture quality from High to Medium. This seems to extend the time before the crash occurs. I was able to get through a couple loading transitions now, but the crash did eventually occur.

I've also been able to look at some of the Steam VR log files, and one line caught my eye, specifically in the vrcompositor.txt file. This simply confirms that there is some sort of memory allocation problem.

Here's the line:

Sun Mar 29 2020 11:47:06.981780 - CVulkanVRRenderer::CreateTexture - Unable to allocate memory

I posted the full log files on the the other issue tracker. https://github.com/ValveSoftware/SteamVR-for-Linux/issues/318#issuecomment-605684252

I've been able to somewhat mitigate the problem by turning down the texture quality from High to Medium. This seems to extend the time before the crash occurs. I was able to get through a couple loading transitions now, but the crash did eventually occur.

I've also been able to look at some of the Steam VR log files, and one line caught my eye, specifically in the vrcompositor.txt file. This simply confirms that there is some sort of memory allocation problem.

Here's the line:

Sun Mar 29 2020 11:47:06.981780 - CVulkanVRRenderer::CreateTexture - Unable to allocate memory

I unfortunately have a gtx 980, which only has 4GB of memory, so even on low textures I still have to use the jumping trick to escape a crash. I have taken a look at my logs and I see that I get that line in my logs too but that line spits out pretty much constantly.

vrcompositor.txt

I have the game working now with my RX 570.

[Edit: using radv. vrwebhelper crash, fence error in the kernel log, SteamVR settings not working, HL:A reporting Mongoose time-out.]

I installed amdvlk-open and altered SteamVR/bin/vrwebhelper/linux64/vrwebhelper.sh to export VK_ICD_FILENAMES, pointing at the newly-installed amd_icd64.json. The rest of SteamVR and the game itself are still using radv.

This could, then, be a bug in vrwebhelper or a bug in radv; I don't know. It's definitely not a game bug.

I have the game working now with my RX 570.

I installed amdvlk-open and altered SteamVR/bin/vrwebhelper/linux64/vrwebhelper.sh to export VK_ICD_FILENAMES, pointing at the newly-installed amd_icd64.json. The rest of SteamVR and the game itself are still using radv.

This could, then, be a bug in vrwebhelper or a bug in radv; I don't know. It's definitely _not_ a game bug.

There's a lot of issues here. What issue(s) are you talking about?

There's a lot of issues here. What issue(s) are you talking about?

vrwebhelper/radv crash due to a missing-fence error in a render queue submission. It looks like a bug in radv and is, for me, the cause of the Mongoose time-out error.

I am getting very high level loading times during gameplay. The first level to load after starting the game is usually really quick, maybe 10-15s. The next load might also be quick sometimes but the third never is, it usually takes around 1-2m. Its easily recognizable whether the load will be short or long as the "loadinng screen" will have very high lag during long loading screens.

Finished the game all on Linux last night. Only a couple of issues - performance in some areas in the late game slowed to a crawl (esp around deaths and the resulting loading screens), some objects had exploding triangles coming out of them in a seemingly random fashion (most frequently grenades, soda cans, empty water bottles, and the SMG), and after the latest 1.2 update some light objects had lines of white dots coming off them vertically.

Other than that, worked about as you'd expect on an i3 8100 with an RX580 through a compatibility layer - actually surprisingly well!! Default Proton 5.05. Not a single crash in 17.4 hours.

Other than that, worked about as you'd expect on an i3 8100 with an RX580 through a compatibility layer - actually surprisingly well!! Default Proton 5.05.

Which version of Mesa?

I wonder if the crash is Nvidia hardware specific. Is there anyone here that's getting the loading transition crashes on AMD hardware?

Well, I've had SteamVR crash in loading screens on my 5700 XT, but HL:A itself definitely never did.

Which version of Mesa?

Whatever is default with EndeavourOS at the moment... 19.3.4 I think.

Other details: I used an Index

@Zamundaaa Yeah that's the strange thing. It crashes the headset/SteamVR _display_, not the game itself. I can wiggle around the headset in my hand after it goes black and it still picks up movement and controllers on the desktop-viewport. It even says "Uh oh, SteamVR encountered a problem" and closing the viewport manually spawns the exit-confirmation-dialog like the game is still running without a hitch. I still can't move laterally though, seems like the game is stuck in some kind of limbo-state in the "fade to black"-part between reaching a level-transition-trigger and the map loading-screen.

SLIGHT SPOILER AHEAD :
Edit: I've reached the chapter called "Superweapon" and the game has become unplayable comfortwise. The occasional stutter is now sidelined by a constant pulse of stutters ever 1½ seconds, they seem to coincide with the electrical pulses going to "the thing" in the sky.

Edit: I've reached the chapter called "Superweapon" and the game has become unplayable comfortwise. The occasional stutter is now sidelined by a constant pulse of stutters ever 1½ seconds, they seem to coincide with the electrical pulses going to "the thing" in the sky.

This was happening for me too. It gets better later on in the chapter, presumably when you can no longer physically see the thing causing issues.

Loading transition crash still occurs on Nvidia beta driver 440.66.07, but the performance overall is definitely better!

Loading crash still occurs with the nvidia beta driver 440.66.08. The performance improvements remain though and are noticeable (for me) compared to the current stable nvidia driver.

Just retested with nvidia 440.66.08. The performance appears to be slightly better, but my 980 (4GB memory) still barely handles a stable 90 fps. I noticed no significant stuttering in my (admittedly very short) testing except when behind the glass at the start of the game.

Imo, the game was always playable, but now it's a even more so.

@llamasking how do you get such good performance? i have a gtx 1080 and I get what feels like 30-40 fps with stuttering every 100ms. Its unplayable. What cpu do you have?
On windows I can play half life alyx with no lag at all

@DEC05EBA I have a 4790k and am running Arch on the latest Zen kernel (5.5.13-zen2-1-zen) and the latest Nvidia Vulkan Dev. (aur) drivers.

Everything I can OC is OCd and I run the game at 120% resolution. The performance difference between 100% and 120% is barely noticeable looking at the frametimes. Maybe 0.1ms, but the increase in visual quality is.

I also have a Vive, which has a lower resolution than the Index, if that is what you have.

System Info: https://gist.github.com/llamasking/5d9a9c30948fea76ff0eed96ccffcc53

For me, it crashes on Arch with a Vega64 GPU, the latest radeon drivers, kernel version 5.5.6 with a similar, yet curiously different error, namely the error of absence of an error:

VrOverlay failed initialization with error code VRInitError_None: "No Error (0)"

System report: https://gist.github.com/codingcatgirl/7dfd387bdf08d9e6b5c13bf0b7dbcf6b

Does it appear that the loading between levels crash only occurs on Nvidia hardware? There are obviously other crashes for folks running on AMD hardware, but they don't seem to be the same, or unrelated.

Perhaps it would help Valve if we could clarify this.

Memory usage is a problem for the first level load, but I'm finding that it's being cleared up on the second level load if SteamVR is in standby mode (that appears to be a requirement, but may not be).

I've not seen other games causing this kind of behaviour, and I'm not sure that the behaviour isn't a SteamVR problem. Using Mesa 20.0.3.

During the second load, radeontop says all 8GB of VRAM and between 3¾GB and 4½GB of GTT are in use, suddenly dropping to 5GB and 1½GB respectively. I was watching the screen rather than the HMD at the time (should have had a VR view window open), but I did notice that the map wasn't being displayed after memory usage had dropped (it'll be displayed during the next level load, though).

Managed also to get the memory usage down during the first saved-state load.. Again, I let SteamVR idle.It seems important also for the game not to have the input focus.

I'm still experiencing the loading transition crash between levels with:

  • Nvidia RTX 2070 with stable 440.64 drivers
  • Steam VR Beta 1.11.5
  • Proton 5.0-6 RC.

I decided to go back to the stable driver release to see if this has any effect on the crashing. One thing that's for sure is that the stable drivers have noticeably worse performance for me compared to the beta drivers.

During the second load, radeontop says all 8GB of VRAM and between 3¾GB and 4½GB of GTT are in use, suddenly dropping to 5GB and 1½GB respectively. I was watching the screen rather than the HMD at the time (should have had a VR view window open), but I did notice that the map wasn't being displayed after memory usage had dropped (it'll be displayed during the next level load, though).

Managed also to get the memory usage down during the first saved-state load.. Again, I let SteamVR idle.It seems important also for the game not to have the input focus.

I am seeing the over-commited VRAM stat in radeontop as well 101% used when the performance drops off, an initial load of the game uses 6-7gb of VRAM but its almost like its not releasing it and filling it, causing the performance drop off

may I ask what you mean by letting SteamVR "idle"?

may I ask what you mean by letting SteamVR "idle"?

Stand-by mode. (HMD on a stable surface, display blanked.)

Just got killed by the game somehow teleporting me out of bounds, again, and lost almost an hour. Now I'm waiting for the game to load. The occasional really long load times might be because my SSD is almost full, I should fix that.

Proton log:

steam-546560.txt

Tried today with kernel 5.6 and Nvidia driver 440.82. Still crashes at level-transitions, and periodic (every 1½-2 sec) stutter starts up after a couple of minutes of playing, seems like it's something about the combine-consoles/tech that causes it, stutter started the moment the console started activating in chapter 2 and persisted until level-transition crash.

Linux-kernel 5.6
AMD Ryzen 3900X
32GB RAM
Steam installed on an nvme-drive
144Hz 1440p monitor
Nvidia RTX 2080ti with 440.82 drivers
SteamVR 1.11-5
Proton 5.0 [next]

Edit: I think I found part of the explanation for my intermittent stutter every 1½-2 seconds. I was running a cpu-meter plasmoid on my plasma-desktop that seemed to update in the given interval. When I removed it, the pulse-stutter ceased. So, going by the vRAM filling up-theory, what happens is that as I play the game, vRAM gradually fills up to 100% and at that point my CPU-meter kept forcing it over the limit, causing a stutter every cpu-graph update in the background.
I'm wondering if there's a way to limit HL:Alyx vRAM usage to a lower percentage of total vRAM, just to see if improves things having a bit of vRAM left over for other processes. Or maybe I'm just talking out my ass ^^'

I'm wondering if there's a way to limit HL:Alyx vRAM usage to a lower percentage of total vRAM, just to see if improves things having a bit of vRAM left over for other processes. Or maybe I'm just talking out my ass ^^'

I thought about that too, so I started researching some of the command line params that can be passed in.

Although there's no VRAM limit param, there's a variety of them that going to experiment with. Here's a link https://www.pcgamingwiki.com/wiki/Half-Life:_Alyx which describes them.

Based on what others have written (in the Windows world), some of these settings can make a drastic difference on performance.

I'm going to try:

+vr_msaa 2 +vr_fidelity_level_auto 0 +vr_fidelity_level 3 -w 480 -h 270

This will:

  • Set the MSAA to 2x (dropping down from 4x)
  • Disable dynamic resolution scaling in the HMD
  • Set the spectator view to 480 x 270 ( 25% of 1080p)

I've heard reducing the resolution of the spectator mode can have a dramatic impact on performance. I'll report back.

Update: setting the spectator window to a lower resolution actually seemed to hurt my performance. Before the spectator view was full screen so I think mutter ignored the window. When setting it to a lower resolution it was rendered as a window.

@yaomtc This PR should resolve your water bottle issue.

Hey @Joshua-Ashton, I'm not currently in an area that has water bottles around to test... but I did stick some freshly compiled DXVK binaries into the Steam folder to see if your fix also affected grenades. Unfortunately it doesn't seem to do that, unless there's a cache I need to clear?

grenade-screenshots.zip

If I can finish the game tomorrow, I'll go back and test water bottles early in the game, where the issue had previously occurred for me. (Currently grenades are the most frequent cause of this issue, though I have seen it occur with other objects, particularly when the game is paused sometimes...)

The latest HL:Alyx update (1.2.1) and SteamVR Beta (1.11.6) seem to have completely fixed all performance and crashing issues.

I no longer experience the crash when loading levels and my performance actually changes depending on what I look at rather than being pinned at just about 90 fps.

Edit: Never mind on the crashing bit. The game did crash eventually. It just took a lot more play time than it used to before it did. It originally crashed after just a few seconds, but now it takes several minutes before a load crashed the game.

Reducing the spectator resolution (none of the other flags) with launch options does appear to increase performance, but not by all that much in my testing. Where I was just barely below 90 fps, I am now just barely above it.

Yup still crashing with Alyx 1.2.1, SteamVR 1.11.6 and Proton [next]. Played through the opening chapter and it crashed at the train as always. Some 10-20 seconds after crash I get this error:
error
SteamVR 1.11.6
HL Alyx 1.2.1
Proton 5.0-5 [next] (also tried regular 5.0-5)
Nvidia RTX 2080ti

No crashing here other than achievement-related and even then only sometimes.

I'm still seeing much the same memory usage patterns – as I mentioned in #vronlinux, I saw radeontop reporting 8162MB of 8146MB VRAM (typical numbers) during level load and slowly increasing GTT usage – 3.9GB to 4.6GB. over a few minutes. Then (HMD active, input focus not on the game window) _I noticed the city map suddenly disappear_ a short time after loading was completed and (from system load meters) I noticed that some memory was freed – comparison of numbers reported by radeontop says approx. 3GB of VRAM and 4GB of GTT.

Two runs of free, once during loading and once after the above freeing-up of memory, suggests that nearer 8GB was freed.

Unfortunately, SteamVR is now (repeatably) falling over (“encountered a critical error”) when I tell HL:A to continue after it's finished loading if the memory is freed up:

CIPCPipe::ConnectPipe(VR_ServerPipe_20073) attempting connect to steamvr:VR_ServerPipe_20073
Unable to connect to pipe errno=111

Despite all this, the first load from the main menu is noticeably faster.

I've just seen that Error_IPC_CompositorInvalidConnectResponse pop up here, though under different circumstances – I think that I accidentally clicked on the SteamVR button (instead of a nearby menu) while it was shutting down and caused it to be started up again.

If you see this error, check the kernel log – you'll probably find that it's a vrcompositor segfault.

[Fri Apr 10 03:44:09 2020] vrcompositor[30312]: segfault at 0 ip 0000000000411eb4 sp 00007fffb8d43130 error 4 in vrcompositor[400000+36f000]
[Fri Apr 10 03:44:09 2020] Code: 00 00 4c 89 f6 48 89 df e8 c9 a5 ff ff c6 85 50 fe ff ff 00 c6 85 51 fe ff ff 00 e8 26 a9 ff ff 48 8d 95 50 fe ff ff 48 89 de <48> 8b 08 48 89 c7 ff 11 83 f8 ff 74 4f 48 8b 9d 40 fe ff ff 48 8d

Unfortunately I'm still experiencing the issue with crashing on the loading screens.

  • Steam VR Beta 1.11.7
  • HL Alyx 1.2.1
  • Proton 5.0-6 RC2
  • Nvidia RTX 2070 w/ driver 440.82

After the crash the game continues to run in the background (you can see it on the spectator view and hear the sounds). It seems like Steam VR has crashed (perhaps the compositor?), not necessarily the game. This has always been the case, but I failed to explicitly mention this in the past.

In addition, I did check my kernel logs and indeed I see similar errors related the the vrcompositor.

[ 1115.972947] RenderThread[4392]: segfault at 8 ip 000000000058fd5d sp 00007f3778a01ed0 error 4 in vrcompositor[400000+36f000]
[ 1115.972953] Code: 01 00 00 00 0f 84 73 02 00 00 8b 80 10 01 00 00 48 8d 44 10 10 48 8b 44 c7 10 48 85 c0 48 89 85 40 ff ff ff 0f 84 6a 02 00 00 <41> 8b 47 08 83 f8 14 0f 87 76 02 00 00 48 8d 15 2f 2b 12 00 45 8b
[ 1118.054242] nvidia-modeset: ERROR: GPU:0: Idling display engine timed out: 0x0000c57e:0:0:982
[ 1120.050415] nvidia-modeset: ERROR: GPU:0: Idling display engine timed out: 0x0000c57e:0:0:982
[ 1122.046745] nvidia-modeset: ERROR: GPU:0: Idling display engine timed out: 0x0000c57e:0:0:982
[ 1124.043280] nvidia-modeset: ERROR: GPU:0: Idling display engine timed out: 0x0000c57e:0:0:982
[ 1971.349776] RenderThread[7934]: segfault at 8 ip 000000000058fd5d sp 00007f51f123aed0 error 4 in vrcompositor[400000+36f000]
[ 1971.349780] Code: 01 00 00 00 0f 84 73 02 00 00 8b 80 10 01 00 00 48 8d 44 10 10 48 8b 44 c7 10 48 85 c0 48 89 85 40 ff ff ff 0f 84 6a 02 00 00 <41> 8b 47 08 83 f8 14 0f 87 76 02 00 00 48 8d 15 2f 2b 12 00 45 8b

Still horrible loading screens with 200ms frame times for me as well. There's generally a bit of stuttering at all times (probably because the wrong frames are reprojected), at 50% SS at 90Hz on a rx 5700 XT with Mesa 20.0.4 (LLVM 9.0.1)
I tested using Proton 5 [next] as well as the stable version, both with SteamVR 1.11.7

The latest nvidia driver (440.82) appears to lower vram usage further and as such, delays the crash further, however the game does still fill up my 4GB of vram and when it does that, then I crash at the load screen.

Crash logs:

System Info:

Later chapter of the game "Captivity" at the point where Eli starts telling you about the vault over the radio, the performance absolutely falls through the floor, like looking at a combine fabricator (which is fixed btw), but everywhere.

gist: https://gist.github.com/mmcnutt/6fb03c5a5e50a2dded16446c2f587b51

Fedora 31, Kernel 5.6.4
RX 5700XT Mesa 20.1.0-0.29.git9f005f1
Latest Steam and Steam VR Betas

just finished the game on linux. I moved the installation of alyx to a ssd yesterday and confirm that the loading times are reduced from minutes to seconds. with the issue still open you have to save a lot because you never know when a level ends where it will crash. when loading the game again you will get into the situation where you load a level just to leave it after 3 seconds where you wait again for loading the next level. no big deal with a ssd, but with a slow hdd you will stand around for minutes which is really REALLY annoying (especially when the dashboard doesn't work as well again: https://github.com/ValveSoftware/SteamVR-for-Linux/issues/255)

It works for me using the latest SteamVR beta. With regular SteamVR I get the "Interface not found" error.
Performance is really bad, as is VR in general, but sometimes it is at least somewhat playable - I have not found out why yet, but sometimes it is very sluggish/laggy and sometimes not, I can easily notice the difference when e.g. playing beatsaber.

When loading a new level, it seems to freeze, loading takes like forever even though the game is on a SSD. I/O is not the issue here, not sure what is taking that long. It does not crash, it just takes forever to load (savegames too).

What I do notice is that the VRAM is overused. It uses up to 8192 MB, which is what is on the board, but not everything is available because other things need some bytes too.

  • CPU: AMD Ryzen 9 3900X 12-Core
  • RAM: 32124 Mb
  • OS: Ubuntu 19.10 (64 bit)
  • Kernel: 5.5.9
  • X Server Release: 12008000
  • X Window Manager: Xfwm4
  • GPU: AMD Radeon RX 5700 XT (NAVI10, DRM 3.36.0, 5.5.9, LLVM 9.0.1)
  • GPU Driver: Mesa 20.1.0-devel (git-9b17d7c 2020-04-16 eoan-oibaf-ppa)
  • Other: 3 Monitors, Compositing deactivated, Proton 5.0-6
  • Latest Steam and SteamVR betas as well.

Tested once again. Having massive stuttering after a few minutes of gameplay. VRAM fills, but does not necessaruly correlate with the lag, as seen below (red is vram in MB, green is GPU usage %), the last drop in the graph is when I quit the game after it started stuttering.

Have not gotten stuck on the loading screens so far, although I have not gone into a loading screen while the game has been stuttering.

  • Proton 5.0-6, SteamVR [beta] 1.11.11
  • CPU: AMD Ryzen 7 2700X Eight-Core Processor
  • "Arch Linux" (64 bit)
  • Kernel Version: 5.7.0-rc1-1-mainline
  • GPU: X.Org AMD Radeon RX 5700 XT (NAVI10, DRM 3.36.0, 5.7.0-rc1-1-mainline, LLVM 9.0.1)

proton log:
https://gist.github.com/Okxa/21b43cca97c47622197df043c1dfb745

Ok, this one is so bad that it deserves its own mention: The fabricator in the chapter "Revelations" (before the last arena with the triple-lock) reaaaally messes with performance. When you look at it in its active state the lag and stutter makes you feel absolutely sloshed. It happens to a lesser degree with other fabricators too, but this one takes the cake. The moment it's not within sight everything returns to normal again, but set your eyes upon it and you'd be forgiven for believing the fabricator is a Lovecraftian horror in disguise messing with your brain.

OK, I've since encountered several more plastic bottles, I haven't experienced the geometry issue on any of them. Nice! I haven't seen a grenade since I got the latest DXVK binaries, so I don't know if those are fixed too. Currently I'm stuck on the part with the unpowered lift below, hopefully I can figure it out in my next session... I don't think I've taken this long to beat a Half-Life game before

As an aside - looks like valve are preping a native build, or at least have created repos for it

https://steamdb.info/app/546560/history/?changeid=8257353

When I try to run it, the HMD never leaves the home screen, while on the desktop it stays on a screen with a yellow/orange hourglass, and an error msg titled "SteamVR runtime failure!" and saying "Timed out waiting for response from Mongoose. SteamVR needs to be restarted."

I've noticed that when I use the reflex sights for the pistol or SMG it doesn't highlight targets like it does in a lot of non-proton footage. Is it just me?

Also @TiagoTiago I got that same error when I moved my install from one partition to another. The solution for me was to to a "verify integrity of game files". I suppose something failed to be moved and it had to re-download it.

I've noticed that when I use the reflex sights for the pistol or SMG it doesn't highlight targets like it does in a lot of non-proton footage. Is it just me?

That is definitely not just you. I get the issue, however I also see the highlights through the sights when you look at some weird angle that I couldn't figure out.

The highlights are there, they're just not visible to you during any normal use.

Hello @Kartoffelsaft, @llamasking, I didn't notice any issues with target highlighting during my play through with an RX480, mesa RADV/ACO 20.0.3, and Proton 5.0-5. What video card/driver did you see that with?

@kisak-valve It seems (from the small sample) to be an Nvidia-only thing, I get it on my 2080ti with latest drivers, proton and steamvr, llamasking is on a GTX 980, don't know about Kartoffelsaft.

@kisak-valve I've been playing on a 980ti with the 440.64 drivers. It does look like an Nvidia thing.

Also @TiagoTiago I got that same error when I moved my install from one partition to another. The solution for me was to to a "verify integrity of game files". I suppose something failed to be moved and it had to re-download it.

Already verified, and also tried uninstalling and reinstalling; no change.

Update: found some more grenades, they aren't having the issue anymore either!

Also, I got past the part I was stuck on... You have to HOLD the switch and THEN press it! You can't just press it while it's hanging there, it makes the "you can't do that" sound.

I'll put my hat in the Nvidia ring, I crash on level transition on my 1660Ti, compositor crashes, not HLA.

Something I've noticed is that any time I get the loading crash steamvr gets error -203. It'd be nice if there was a list somewhere of all the error codes and short descriptions, because the only thing I can find about this error is "compositor broke".

@Kartoffelsaft I don't know where a comprehensive list is, but error code -203 is for StatusError_CompositorNotRunning which has a description of "A key component of SteamVR is not working correctly." The description used to be "Compositor is not running.", but the descriptions were made more generic a while back.

Running GTX 980 Ti and frequent error code where compositor crashes on SteamVR beta when loading a new area. Sometimes it locks up the desktop due to memory and requires a restart.

UPDATE: The native version works beautifully now. The issues I had before are now fixed!

For those who haven't seen the news already, Half-Life: Alyx is now available natively for Linux, and uses Vulkan on both Linux and Windows.

Note: the Proton version of the game put its saves into folders with all caps, as detailed here, while the native release puts its saves in a lowercase folder. Moving the files will quickly solve the issue for you.

Workshop tools give this error
image

Half-Life: Alyx - Workshop Tools (1295040)

Issue transferred from https://github.com/ValveSoftware/Proton/issues/3874.
@llamasking posted on 2020-05-16T02:26:05:

Compatibility Report

  • Name of the game with compatibility issues: Half-Life: Alyx - Workshop Tools
  • Steam AppID of the game: 1295040

System Information

  • GPU: GTX 980
  • Driver/LLVM version: Nvidia 440.82
  • Kernel version: 5.6.13-zen
  • Link to full system information report: Gist
  • Proton version: 5.0-7

I confirm:

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

steam-546560.log

Symptoms

The tools do not launch. There are no windows or popups indicating an error.

This looks like a line of interest from the workshop tools log: err:steamclient:create_win_interface Don't recognize interface name: SteamUser021

Workshop tools give this error
image

I had that error. If you remove your launch options for Alyx, the error goes away though the tools still don't launch.

Tools mode somewhat works if launched outside of proton, with system wine.

@xDShot @llamasking How did you access the tools? Steam refuses to show me a DLC tab to install them, and I can't find them in the games files. I have updated the game and restarted steam, so that's not the issue.

@Kartoffelsaft enable proton. Let it download content. Restart Steam. After the DLC usually appears.

To access the game with tools mode, launch WINEPREFIX=~/.wine64/ wine hlvr.exe -tools -retail -novr -vulkan +map startup

Thanks @xDShot! Is there a way to prevent keep both the Linux version and the tools installed at once?

One solution I can think of is just moving the Hammer files somewhere else, but honestly I'm not sure which folders do I need, and I'd prefer not to have to keep two full installations of the game on my drive as, well, it is quite massive in size.

@kherchel In order to have both the linux native version and the tools, we'd probably just have to install the Proton version of the game with the tools and copy the Alyx folder elsewhere on the system.

If you wanted conserve disk space, we could also just link the game's content files from the original to wherever you copied the Proton version so that we don't have two copies of those files, which don't change between Windows and Linux.

@kherchel @llamasking Only the files specific to either Linux or Windows are re-downloaded when switching and there seems to be no duplication of platform-agnostic assets on disk.

Unfortunately Steam currently deletes the platform-dependent stuff, at least hlvr.exe is deleted. Also the workshop crashes for me on startup. When trying to run the Linux-native hlvr with the same parameters as for Windows it complains that the “toolsframework2” is missing but this may be due to it deleting the workshop stuff. Maybe one could backup the workshop tools while on Proton, switch to native and copy them back in to force running the workshop under Linux? :D

@Kartoffelsaft enable proton. Let it download content. Restart Steam. After the DLC usually appears.

To access the game with tools mode, launch WINEPREFIX=~/.wine64/ wine hlvr.exe -tools -retail -novr -vulkan +map startup

The tools do work using a non-Proton wine. I'm using Lutris to launch with the args of -tools -retail -novr -novid -vulkan +map startup and I get into the tools just fine, though they do crash plenty.

@kivoli @kherchel If you want to have both the native Linux version and the Windows version for the tools, you need to make a copy of these files and folders. Then after switching back to the linux version in Steam, you can merge the files back in.

Unfortunately Steam won't have a launch option for the tools, so you'd have to use something like Lutris to launch the tools, but you're getting both the native linux version and the windows version with fully functional tools.

Would anyone like to test this Proton PR https://github.com/ValveSoftware/Proton/pull/3886? (D/L is available linked at the bottom) I can get here now:
01705055ef53f0cad000c7f872ccbab9

@stevenlafl Your fix appears to have gotten the tools and game launching again, though the tools have issues still. The preview window is borked for me, while it is not on Lutris wine. I haven't really looked at much else.

@stevenlafl Your fix appears to have gotten the tools and game launching again, though the tools have issues still. The preview window is borked for me, while it is not on Lutris wine. I haven't really looked at much else.

Thank you for your review. It looks like it could now be related to fixme:vulkan:X11DRV_vkCreateWin32SurfaceKHR Application requires child window rendering, which is not implemented yet!

Perhaps https://bugs.winehq.org/show_bug.cgi?id=45277 . I will need to take a look and see if there is an appropriate patch.

@stevenlafl Your fix appears to have gotten the tools and game launching again, though the tools have issues still. The preview window is borked for me, while it is not on Lutris wine. I haven't really looked at much else.

My recent commits on https://github.com/ValveSoftware/Proton/pull/3886 get this working. Now, hammer seems to have some kind of small issue with dropping frames when another child window is focused. It's more of a user experience problem at this point as it all appears to work okay.

image

Link to precompiled release: https://github.com/stevenlafl/Proton/releases/tag/proton-5.0-7-alyx-2

@stevenlafl Thank you. Now I can do this instead of launching the tools hackily through Lutris!

image

Sadly Alyx doesn’t want to start with Proton for me anymore.

Encountered accessviolation.
Wrote minidump to hlvr_2020_0607_154704_0_accessviolation.mdmp

The log and memory dump (base64 encoded) may be found here:
https://gist.github.com/kivoli/f87f3ddc00c09e999a21bc488d67b256

The native version works just fine but mods often don’t work with Vulkan which is why I wanted to run the Windows version via Proton again. I tried to get Windows and Vulkan version to run simultaneously but it didn’t work - probably due to this more generic issue.

I tried 5.0-8, 4.11-13 and 5.8-GE-2-MF — it crashes during startup, never leading the loading area of SteamVR.

Yeah I have been unable to get it working through Proton too, so I can't get past the point at which it crashes. Does anyone have a save file from beyond that specific part or know how much further until chapter 3 (or is it 2?)? I just want to continue my playthough.

Sadly Alyx doesn’t want to start with Proton for me anymore.

@kivoli Use @stevenlafl's patched Proton.

I can't get past the point at which it crashes

@lboklin If you're talking about the crashes when loading a new level, the workaround for the bug is to save and quit the game. Then restart the game. Once you load in, immediately jump into the loading screen. Alternatively, the native version does not experience the crash bug at all.

@llamasking Right - works nicely and apparently I totally overlooked one directory when following your list of files to copy. Thanks again for providing it!

@kivoli No problem. I added a script to the gist. It just makes it so I don't have to manually dig out the files I need to copy whenever the game updates.

I'll be keeping the list updated for as long as is necessary. Updates tend to add and remove some files, but never anything that should ever need a change to the files list.

@llamasking Sorry I forgot which issue I was in. This is the crash apparently affecting everyone: https://github.com/ValveSoftware/SteamVR-for-Linux/issues/356 and the only way to bypass it is to just load the level that comes after (chapter 3).

Gathering info from these posts, I created a simple setup script to create a separate install of the Windows version of HL:A and tools, if you want to keep using the linux version too.

https://github.com/Okxa/hl_alyx_tools_proton_install

It is mostly automated (downloads the game, downloads & installs the patched proton by stevenlafl), but you must manually create a shortcut on steam like in this comment, but the script tells you what you need to do.

Ofc it doubles the disk usage, but if you have the space there it is, the script atleast copies the files to save download time/bandwidth.

It seems that the hammer editor crashes when setting the center panes to Four-view quad.

Also it crashes if you resize the right pane while having a map open, perhaps related.

Do not know how to log this, as env vars like PROTON_LOG=1 wont work on non-steam games.

Maybe there is a log somewhere? Or otherwise would need to switch the native linux version on normal steam client to proton and debug with that.

Do not know how to log this, as env vars like PROTON_LOG=1 wont work on non-steam games.

AFAIK, you can create a user_settings.py next to the proton executable. There is a template (called user_settings.sample.py), which you can just copy and rename that one. Proton then should create logs for everything you run with it.

$ cd /media/fastGames/STEAM/steamapps/common/Proton\ 5.0/
$ ls -l
[...]
-rwxr-xr-x 1 mkalte      30010 Jun  6 15:28 proton
-rwxr-xr-x 1 mkalte      90540 Mar 11 19:03 proton_3.7_tracked_files
-rwxr-xr-x 1 mkalte 1036380160 Jun 14 10:46 proton_dist.tar
-rwxr-xr-x 1 mkalte        215 Mar 11 19:06 toolmanifest.vdf
-rwxr-xr-x 1 mkalte       1033 Jul 24 22:14 user_settings.py <<<<<<<
-rwxr-xr-x 1 mkalte       1033 Mar 11 19:06 user_settings.sample.py <<<<<<<<
-rwxr-xr-x 1 mkalte         24 Jun 14 10:46 version

So here is the proton log for the tools, using this proton: https://github.com/stevenlafl/Proton/releases/tag/proton-5.0-7-alyx-2 by @stevenlafl

Hammer crashes when switching to four view quad, same results happen when resizing the right pane smaller when a map is opened. (It does not crash when the right pane is dragged wider)

https://gist.github.com/Okxa/70e5776da7754d567b4e4b2505ebecda

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