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Warframe (230410) #167

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davidbepo opened this issue Aug 22, 2018 · 453 comments
Open

Warframe (230410) #167

davidbepo opened this issue Aug 22, 2018 · 453 comments
Labels
Game compatibility - Unofficial Games not expected to work without issues Regression Confirmed working on an older version of Proton XAudio2 Uses the XAudio2 subsystem

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@davidbepo
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davidbepo commented Aug 22, 2018

as per title i installed warframe and it doesnt work, if you want me to provide any log files tell me the instructions and i will do it

system and os specs

apu: ryzen 5 2400G using the vega 11 integrated graphics
os: manjaro linux
mesa: 18.1.6
llvm: 6.0
kernel: 4.18.3
using proton 3.7 from the steam beta client

by the way huge thanks to valve for bringing this huge advancement for linux gaming

@kisak-valve kisak-valve added the Game compatibility - Unofficial Games not expected to work without issues label Aug 22, 2018
@dkornev89
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dkornev89 commented Aug 22, 2018

gentoo 17.0 same thing

https://appdb.winehq.org/objectManager.php?sClass=version&iId=29230

Warframe/Downloaded/Public/Tools/
is not exists inside:
$mysteamlibrary/steamapps/common/Proton_3.7/dist/share/default_plx/drive_c/users/steamuser/Application\ Data

@davidbepo
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i tried the proton env variables one by one to see if it worked that way and it doesnt

@kisak-valve kisak-valve changed the title warframe doesnt start warframe doesnt start (230410) Aug 23, 2018
@XANi
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XANi commented Aug 23, 2018

Someone on Warframe forums found a workaround. Fix seems to be something easy on dev side, altho probably not too hard on Steam's side.

@mvdstam
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mvdstam commented Aug 23, 2018

Same here. Using Arch Linux with the latest proprietary nvidia drivers.

Huge compliments to the Proton team for making this possible!

@davidbepo
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@XANi i ran that script and it clearly did something but still i cant get warframe to run :( now it gives a wine debug error if i launch it from the terminal

@weidtn
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weidtn commented Aug 23, 2018

Runs perfectly on Lutris with this workaround launcher shellscript. But obviously this is about steam. The game does not start because of the launcher. This script mentioned above replaces the launcher and updates the game. The developers should just implement this script or make their launcher linux/wine compatible.

@GloriousEggroll
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GloriousEggroll commented Aug 23, 2018

Just to note:

The game itself is broken in proton, this is on proton's end, as it runs perfectly fine in wine staging with the appropriate winetricks.

For any Proton devs looking into this: when Warframe.exe tries to launch, it thinks it's offline and can't download the cache manifest in needs to continue loading:

2.110 Sys [Info]: Cache languages enabled: _en
2.110 Sys [Info]: Loading Oodle DLL: oo2core_6_win64.dll
2.111 Sys [Warning]: INTERNET_OPTION_IGNORE_OFFLINE failed
2.112 Sys [Info]: Downloading cache manifest index...
2.112 Sys [Error]: Could not get cache manifest index.
2.113 Sys [Info]: ===[ Exiting main loop]====================================================================================
2.211 Sys [Info]: Loaded TOC for Windows/H.Misc (took 93.8ms, loaded 87009 entries, found 0 deleted)
2.211 Sys [Info]: Cache flushed
2.211 Sys [Info]: Main Shutdown Initiated.  

The launcher issue is something DE would have to fix, which I've posted about here:
https://forums.warframe.com/topic/1000489-question-to-developers-regarding-steams-new-steam-play-on-linux/

Who knows if I'll actually get a response though.. I've posted about this before. This is why I ended up just making my own launcher.

Here is my launch script (with README) which is a drag and drop solution if you have the game installed:
https://gitlab.com/GloriousEggroll/warframe-linux/tree/steamplay-proton/

@PadreAdamo
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Issue exists on Solus w/AMD RX 580

@GloriousEggroll
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GloriousEggroll commented Aug 25, 2018

Figured out the WINE bugs that break the game and the patches that fix them!

  1. WINE has a bug report from 2016 with a patch in staging that hasn't been merged yet:
    https://www.winehq.org/pipermail/wine-bugs/2016-May/443111.html
    FIX: wininet-InternetCrackUrlW is the patchset in staging that fixes this.

  2. Also, this one is not major/game breaking, but in the log:

000f:err:service:process_send_command receiving command result timed out
000f:fixme:service:scmdatabase_autostart_services Auto-start service L"WineBus" failed to start: 1053
0015:err:service:process_send_command receiving command result timed out
002a:err:plugplay:handle_bus_relations Failed to load driver L"WineHID"

FIX: Fixed by staging patchset wuauserv-Dummy_Service, which I believe ZF (another staging maintainer) is working on getting merged to wine mainline.

  1. The game currently needs native xaudio2_7 from DirectX, as builtin fails.
    FIX: A temporary fix until wine's builtin xaudio2_7 can be fixed is to install Direct X to the prefix then add a dll override to the registry that sets xaudio2_7 as native. This has to be installed by hand as winetricks disabled 64 bit xact dlls in Direct X due to this bug in the past.

If 3 gets fixed in wine this game will not rely on any MS native libraries

@GloriousEggroll
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GloriousEggroll commented Aug 25, 2018

Even more digging..
WINEDEBUG report with +xaudio2 reveals the culprit of the xaudio2_7 bug:

191576.058:0008:0009:trace:xaudio2:CreateFX {a90bc001-e897-e897-7439-435500000003} 0x53f620
191576.058:0008:0009:err:ole:CoGetClassObject class {a90bc001-e897-e897-7439-435500000003} not registered
191576.058:0008:0009:err:ole:CoGetClassObject no class object {a90bc001-e897-e897-7439-435500000003} could be created for context 0x1
191576.058:0008:0009:warn:xaudio2:CreateFX CoCreateInstance failed: 80040154

this is the last thing xaudio2 tries to do before spoamming a bunch of
xaudio2:do_engine_tick frames
then crashing

CreateFX is in xapofx.c
it's trying to register class {a90bc001-e897-e897-7439-435500000003}
which apparently doesn't exist.

EDIT:
It exists, it's just for FXEcho, and FXEcho and FXMasteringLimiter have yet to be implemented in WINE'S XAudio2_7 - specifically xapofx.h:

static HRESULT WINAPI xapocf_CreateInstance(IClassFactory *iface, IUnknown *pOuter,
        REFIID riid, void **ppobj)

and

HRESULT CDECL CreateFX(REFCLSID clsid, IUnknown **out)

both have

/* TODO FXECHO, FXMasteringLimiter, */

A quick fix can probably be added by just allowing them to be identified like so:

    if(IsEqualGUID(clsid, &CLSID_FXEcho27) ||
            IsEqualGUID(clsid, &CLSID_FXEcho))
        class = &CLSID_FXEcho;

along with some mumbo jumbo that makes them do nothing, but idk right now. 7:30 am now, time for some zzz's. Hope someone's able to do something useful with my blabber

@GloriousEggroll
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GloriousEggroll commented Aug 26, 2018

alright, I've managed to create a patch that implements FXEcho, which fixes the bug listed above:

https://gitlab.com/snippets/1748561

The game also needs xaudio2_7-OnVoiceProcessingPassStart xaudio2_7-WMA_support xaudio2_CommitChanges
from wine-staging

However now IXAudio2Impl_CommitChanges needs to be implemented as it's currently just a stub that returns S_OK, which results in the game crashing due to not knowing how to properly commit the changes which pass WMA audio to ffmpeg to be converted for OpenAL. By default CommitChanges returns a stub and E_NOTIMPL, the xaudio2_CommitChanges patch in staging makes it return S_OK, which allows the game to start, but it then crashes when trying to do any wma->openal decoding:

EDIT: I'm not sure if CommitChanges needs to be implemented. The stub may work just fine, but the WMA patch for xaudio2 causes
avcodec_send_packet
to return with Operation not permitted
which is what causes the crash

240188.164:0008:0056:trace:xaudio2:IXAudio2Impl_CreateSourceVoice (0x91d1d0)->(0x4ba308a0, 0xb89e990, 0x8, 3.000000, (nil), 0xb89e950, (nil))
240188.164:0008:0056:trace:xaudio2:dump_fmt wFormatTag: 0x161 (WAVE_FORMAT_WMAUDIO2)
240188.164:0008:0056:trace:xaudio2:dump_fmt nChannels: 2
240188.164:0008:0056:trace:xaudio2:dump_fmt nSamplesPerSec: 44100
240188.164:0008:0056:trace:xaudio2:dump_fmt nAvgBytesPerSec: 12000
240188.164:0008:0056:trace:xaudio2:dump_fmt nBlockAlign: 4459
240188.164:0008:0056:trace:xaudio2:dump_fmt wBitsPerSample: 16
240188.164:0008:0056:trace:xaudio2:dump_fmt cbSize: 0
240188.164:0008:0056:trace:xaudio2:IXAudio2Impl_CreateSourceVoice OpenAL can't use this format, so using FFmpeg
240188.164:0008:0056:trace:xaudio2:IXAudio2Impl_CreateSourceVoice synthesizing extradata for xWMA
240188.165:0008:0056:trace:xaudio2:XA2SRC_SetOutputVoices 0x948630, 0xb89e950
240188.165:0008:0056:trace:xaudio2:XA2SRC_SetOutputVoices Outputting to: 0x0, 0x91d1e8
240188.165:0008:0056:trace:xaudio2:IXAudio2Impl_CreateSourceVoice Created source voice: 0x948630
240188.165:0008:0056:trace:xaudio2:XA2SRC_SetFrequencyRatio 0x948630, 1.000249, 0x0
240188.165:0008:0056:trace:xaudio2:XA2SRC_SetOutputMatrix 0x948630, 0x91d1e8, 2, 2, 0xb89e968, 0x0
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer 0x948630, 0xb89e998, 0xb89e9c8
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer Flags: 0x40
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer AudioBytes: 2100189
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer pAudioData: 0x662b0010
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer PlayBegin: 1031477
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer PlayLength: 6671051
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer LoopBegin: 0
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer LoopLength: 0
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer LoopCount: 255
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer pContext: (nil)
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer 0x948630: queued buffer 0 (2100189 bytes), now 1 buffers held
240188.165:0008:0056:trace:xaudio2:XA2SRC_Start 0x948630, 0x0, 0x0
240188.165:0008:0056:trace:xaudio2:IXAudio2Impl_CommitChanges (0x91d1d0)->(0x0): stub!
240188.169:0008:0063:trace:xaudio2:do_engine_tick frames available: 441
240188.170:0008:0063:trace:xaudio2:update_source_state 0x94ea00: going to queue a period from buffer 1
240188.170:0008:0063:trace:xaudio2:xa2buffer_queue_period queueing 1024 bytes, now 4096 in AL
240188.170:0008:0063:trace:xaudio2:do_engine_tick Calling OnVoiceProcessingPassStart with BytesRequired: 4410
240188.170:0008:0063:trace:xaudio2:update_source_state 0x948630: going to queue a period from buffer 0
[wmav2 @ 0x7fa150005400] nb_frames is 0 bits left 35664
240188.170:0008:0063:warn:xaudio2:xa2buffer_queue_period avcodec_send_packet failed: Operation not permitted
240188.170:0008:0063:trace:xaudio2:xa2buffer_queue_period queueing 0 bytes, now 0 in AL
240188.170:0008:0063:trace:xaudio2:update_source_state 0x948630: going to queue a period from buffer 0 

@roadh0use
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warframe doesnt load from me as well
gloriouseggroll up there is an asset
i havent been able to play warframe in years because I could never get it to run right in linux
if you guys can in anyway implement the changes up there that would be amazing because I miss this game

@GloriousEggroll
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at the moment I've got a workaround for the launcher and xaudio2_7 that allows proper updating, cache defragging, and getting in game and logging in.

After that, for some strange reason proton just forces the client closed? I've tried turning debugging on but it doesnt show anything useful, just immediately closes, not even a safe shutdown. If anyone's willing to try to figure out why proton's straight up closing the app here's my repo, just follow the readme:

https://gitlab.com/GloriousEggroll/warframe-linux/tree/steamplay-proton

Some dev input would be really useful here as to why proton just straight kills the running client

@davidbepo
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@GloriousEggroll i tried running your script but if i append --firstrun to the launch options it doesnt recognize it and if i dont do it it doesnt update the laucher, got any help?

@GloriousEggroll
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GloriousEggroll commented Aug 28, 2018

@davidbepo for any issues regarding my launcher please use the issues section of my gitlab as the official launcher bug and in-game bugs reported here are not related to my launcher, for the sake of keeping this bug report on point

@ananace
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ananace commented Aug 30, 2018

With the patched wininet dll, my own launcher executable, and a bit of tinkering, I've gotten it to go ingame and run at near native performance. On a i7-7700K and a RX 580 with Mesa 18.1.6.

Something seems to cause the game to freeze after a while though, leaving it just sitting there eating two full cores worth of CPU.

Edit:
As it turns out, actually getting DXVK to work solved the freezing, though the game loads assets really slowly, which causes heavy choppiness during gameplay.

@GloriousEggroll
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GloriousEggroll commented Aug 31, 2018

welp. as of latest update I can't get the game to launch at all any more. keep getting
pid 37067 != 37066, skipping destruction (fork without exec?)
every time i try to launch

@ananace I'd much prefer your solution to mine as bash script and a ghetto wrapped fake exe are not exactly ideal, how would one go about compiling it? (edited original comment as I realized it was for a win executable to be wine friendly)

as for the asset loading - thats actually the shader cache filling up, its fine after that

@llitz
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llitz commented Aug 31, 2018

@GloriousEggroll hmmm Still works here with your scripts. I am running the steam version but instead of renaming the Launcher.exe I just added it as Launcher-Lutris.exe and Launcher.sh (also create a Launcher-Lutris.bat so wine can run it through CMD, which I could've done straight with the exe).

Anyway, I don't execute it through steam, so I don't have to deal with the naming convention and etc (also the binaries are available to me through my windows install, so this was easier).

I do get a stuck screen on a CMD like shell, which I just press ctrl+c and it starts warframe, eventually

@GloriousEggroll
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GloriousEggroll commented Aug 31, 2018

@llitz the lutris wine-steam version is not the same as the steamplay-proton version. they launch in very different ways, with proton having many more environment variables passed from native steam. additionally proton launches things a much different way then just using wine whatever.exe -some -arguments. its a lot more annoying :/

@llitz
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llitz commented Aug 31, 2018 via email

@ananace
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ananace commented Aug 31, 2018

@GloriousEggroll The project should just be a regular Visual Studio 2017 solution, the code's a bit of a mess though as I just grabbed an old launcher from an abandoned MMO I helped develop - which as it turns out chose an almost identical method of distribution as Warframe did.

The only thing that executable doesn't do is run the DX redistributable setup, the wininet DLL replacement, or the xaudio override. And I somehow get the feeling that you don't particularly want to do such things through a native PE, probably better to keep them as a Linux bash-script.

I did render two minutes of video before bed. Mainly to have an example of the choppiness I'm experiencing, though I later found out that an application was loading the disk rather heavily in the background, so it might actually be much more playable than it looked at first.

@GloriousEggroll
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GloriousEggroll commented Sep 3, 2018

So I've been working with ananace on his launcher and we have it working very well. I've also discovered WHY warframe was randomly closing - turns out if I plug a controller in then start the game - it magically stays open. If I don't start the game with a controller plugged in.. it closes after a short time. Both my launcher and ananace's had this same problem so it seems like it's something to do with how controllers/controller profiles are handled on steams end.

also, the game benefits a lot from the PoE stutter patch on dxvk as well.

@valeth valeth mentioned this issue Sep 4, 2018
3 tasks
@davidbepo
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i finally got the game to run with @GloriousEggroll launcher but there are a lot of issues

  1. the game is on english and i cant switch to spanish:
    captura de pantalla de 2018-09-07 15-59-39

  2. there are massive stutters (this was already mentioned)

  3. issues with shadows:
    captura de pantalla de 2018-09-07 16-05-31

  4. the game closes after a while (this was already mentioned)

@GloriousEggroll
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@davidbepo I've stated this once already - any problems with my launcher please post on my gitlab issues section. NOT here.

@davidbepo
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@GloriousEggroll i think the issues that im having might be valuable for proton developers specially since some of them are not because of launcher

@GloriousEggroll
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the language problem is due to my launcher
the closing problem has already been mentioned due to a controller issue
the stutter problem has already been mentioned due to dxvk.

@andrewgrasman
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regularly seeing "!status &&vkCreateGraphicsPipelines" errors after 20-30 minutes of game play. Longest I've gone without this error since they started is 45 minutes.

Having a similar issue, it usually happens when entering a new match.
Screenshot_20231116_220737

I am on Arch, using KDE Wayalnd, and Nvidia proprietary drivers with Prime on an A1000 and intel gpu

@kisak-valve
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UI cursor speed broken in Warframe after Proton Experimental update

Issue transferred from #7533.
@atimeofday posted on 2024-02-27T08:03:46:

Game: Warframe

Proton versions (broken): 9.0 beta, 02/26/2024 Proton Experimental
Proton version (before breakage): 02/25/2024 Proton Experimental

Issue: UI cursor speed is badly crippled; the in-game UI cursor speed setting does nothing.

I have no idea how this could happen, or be caused by Proton, but:

  • I first encountered this issue when I tried Proton 9.0 beta.
  • The issue disappeared when I reverted to Proton Experimental.
  • Proton Experimental then received a large update.
  • The issue then appeared while using Proton Experimental.

Tertiary information: I am using a Logitech MX Ergo trackball mouse, with cursor speed and behavior adjusted by Solaar.

@Patola
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Patola commented Feb 27, 2024

I have thousands of windows games working on my rig but for some reason Warframe does not start, it doesn't even create a graphical window. It keeps "thinking" for a few minutes and then the [STOP] button becomes [PLAY] again, no error dialog or anything. Tried with regular Proton 8.0-5, Proton 9.0 beta, proton experimental and the result is the same. Tried on SSD, HDD and the results is the same. Tried adding parameters like PROTON_NO_ESYNC=1 PROTON_NO_FSYNC=1 and the result is the same. Why is it crashing? From the proton log, I have no idea.

gist of my system information: https://gist.github.com/Patola/8ddabc7b0d0419af5f77d4e69c50fc96
gist of runtime system info: https://gist.github.com/Patola/8ddabc7b0d0419af5f77d4e69c50fc96

AMD 7800X3D 64 GB + Radeon RX 7900 XTX.

Steam log is attached. Waited until [STOP] became [PLAY] again.
steam-230410.log

@simifor
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simifor commented Feb 27, 2024

@Patola could try to restart the steam client and see if it allows you to play the game? If it does, please try to see if you can get ingame with both proton 8 and 9.

@Patola
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Patola commented Feb 27, 2024

@Patola could try to restart the steam client and see if it allows you to play the game? If it does, please try to see if you can get ingame with both proton 8 and 9.

It worked. Wow. That's bewildering, because I tested like 10 other games in the same steam session before and after trying to run it. Why does this kind of stuff happen specifically with Warframe?

@simifor
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simifor commented Feb 27, 2024

@Patola I don't think it's specifically a warframe issue, might just be luck. Also, as you have an amd card you'll probably need to set WINEDLLOVERRIDES="amd_ags_x64=n" %command% for warframe to work on proton 9.

@alasky17
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@atimeofday Unfortunately I'm having trouble reproducing what you are seeing. I installed Solaar, and the in-game menu options for look and aim sensitivity are functioning for me. I have a few more questions to hopefully get to the bottom of this.

  • Do you mean that you see no difference when set to 0 vs 100?
  • Are you experiencing the bad cursor speed during any particular part of the game? Menus? When moving camera? If you could get a quick video comparing Proton 8 vs 9 that could also be very helpful in case I'm testing the wrong part of the game.
  • Could you somehow share the Solaar rules that you are using? It looks like there is a "rules editor" where I can edit the rules for my logitech trackball mouse (I have one too :D), and I think it would be really helpful if I could try to match you exactly. Alternatively (or additionally) it would be great if you could test without the Solaar rules to see if that is really what is causing the difference in behavior.

Also, for further information gathering in case the above still gives no clues - please also copy your system information from Steam (Steam -> Help -> System Information and Steam -> Help -> Steam Runtime Diagnostics) and put each in a gist, then include a link to the gists in this issue report. If you could also grab a log (or ideally 2 logs, one with 9.0-beta with the problem and one with 8.0-5 without the problem) by adding this to the launch options, that would be greatly appreciated: PROTON_LOG=+x11drv,+x11settings,+event,+cursor,+win,+message %command%

@atimeofday
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@alasky17 Thanks for looking into it and checking in, if nothing else it's good to know that there is an arrangement of software/hardware/etc where Proton 9 does not cause the cursor speed issue.

System information:
https://gist.github.com/atimeofday/07fcda8b7a1591143e706a51970b5619

Runtime diagnostics:
https://gist.github.com/atimeofday/d5f0f0b059747101df76330ce76a95c7

  • The in-game UI cursor speed setting seems to do nothing, from 0 to 300, while the cursor speed appears to be restricted to a small fraction (20-50%?) of what it should be (and is while moving the camera).
  • The low cursor speed issue is specifically limited to menus (or other UI) where the cursor is visible, rather than the mouse being fully captured by the game for camera movement. This notably includes the arsenal and modding screens.
  • I have not used the Solaar rules editor - only the Sensitivity (Pointer Speed) slider, which I have set to maximum at 511.

I will continue to monitor and test the cursor speed issue, and try to collect logs/videos/comparisons.

Speaking of logs, I have also been encountering semi-random game crashes, which I had thought were connected to certain graphical settings and hardware limitations, but I have now ruled out most of those possibilities. What would be the best way to collect logs from those crashes or otherwise diagnose that other issue?

@alasky17
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@atimeofday Interesting! I do not have the Sensitivity (Pointer Speed) option for my mouse (M570 so not quite as cool as yours :P) ... I'll try to find one that has that feature. In the meantime, if it is possible for you to try disabling Solaar to see if that really is the variable causing the difference, that would be greatly appreciated.

For regular crashes, generally PROTON_LOG=1 %command% is a good starting place. The extra logging channels I gave you are specifically for cursor issues. Logs will be stored by default in ~/steam-[appid].log. If you are gathering multiple logs of the same game, you should rename the file or it will be overwritten by the next launch of the game.

@kaincenteno
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On Steam Deck, Warframe crashes after launcher using Proton 9.0 or Proton Experimental.

@alasky17
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@kaincenteno Thank you for the report! This should already be fixed in experimental-9.0-bleeding-edge and the next experimental and 9.0-beta releases. Please let me know if you continue to see a crash after those updates (hopefully today or tomorrow) :)

@kaincenteno
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@kaincenteno Thank you for the report! This should already be fixed in experimental-9.0-bleeding-edge and the next experimental and 9.0-beta releases. Please let me know if you continue to see a crash after those updates (hopefully today or tomorrow) :)

couldnt wait to test it out and installed experimental-9.0-bleeding-edge, and it works great 😄 thank you

There is one issue with Warframe that I didn't know where to post about. This one started last year when they implemented Steam Input around the time it got Steam Deck Verified.

If you connect the steam deck to mouse+keyboard and launch the game. You won't be able to use mouse and keyboard and will get stuck at the login screen.

Lifewise if you connect a gamepad, the gamepad buttons/joystiq won't be functional so you wont be able to log in to the game.

This same behavior happens if you launch it from the desktop mode from the steam deck.

This issue can't be reproduced in a laptop/desktop running the game in proton with mouse/keyboard and external gamepad, it only happens on steam deck.

@Ekzilit
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Ekzilit commented Mar 9, 2024

I am facing strange issue on latest 9.0 beta with hacking corpus consoles. After one mouse click, the indicator moves 2 steps instead of 1. On 8 proton version all is good. Can anyone else confirm/disprove?

@atimeofday
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I am facing strange issue on latest 9.0 beta with hacking corpus consoles. After one mouse click, the indicator moves 2 steps instead of 1. On 8 proton version all is good. Can anyone else confirm/approve?

Confirmed.

@alasky17
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alasky17 commented Mar 12, 2024

@atimeofday We still have been unable to repro either issue (the UI sensitivity or the corpus console click issue). Could you try disabling/temporarily removing solaar so see if that "fixes" the UI sensitivity issue? Also, looking at your system info, you have a ton of vulkan layers (mangohud, gamescope, hdr wsi, latencyflex, obs capture, and vk basalt). Could you try disabling all of that, and seeing if you still are seeing either/both issue?

@Ekzilit It would be great if you could also copy your system information from Steam (Steam -> Help -> System Information and Steam -> Help -> Steam Runtime Diagnostics) and put each in a gist, then include a link to the gists in this issue report.

Also - are y'all using dx11 or dx12 mode?

@atimeofday
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@alasky17 Thanks for checking in.

I haven't gotten around to pulling mouse logs, but I have removed Solar and confirmed that it was not causing those two issues. I have also noticed a third issue: middle click to select a full stack of mods (for dissolution) does nothing, while middle click for alternate fire still works in-mission.

I can look into disabling or rolling back the vulkan layers you mentioned; they're built in to Bazzite so it is easier in some ways and harder in others to do so.

@Ekzilit
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Ekzilit commented Mar 12, 2024

@alasky17 gist , launch options: PROTON_ENABLE_NVAPI=1 DXVK_ASYNC=1 VKD3D_FEATURE_LEVEL=12_0

@alasky17
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@Ekzilit Thank you! As a note - PROTON_ENABLE_NVAPI=1 doesn't do anything on Proton 9.0-x. We flipped the logic, so that is the default, and you will want to use PROTON_DISABLE_NVAPI=1 if you are having a problem with nvapi with any game (and please let us know on the github issue for said game!) or PROTON_FORCE_NVAPI=1 for the handful of games that currently have nvapi disabled due to known bugs. This is a change between 8.0-x and 9.0-x.

@simifor
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simifor commented Mar 13, 2024

@Ekzilit @atimeofday this issue should be resolved in the current proton experimental bleeding-edge

@alasky17
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@atimeofday I'm still trying to look into your UI sensitivity issue. Still no luck reproducing locally, but I have another lead, so I have an extra logging channel to add to the log request. PROTON_LOG=+x11drv,+x11settings,+event,+cursor,+win,+message,+rawinput %command%

If you could get a log where you just wiggle your cursor around and trigger the remaining issues mentioned both on 8.0-x and 9.0-experimental (or experimental-bleeding-edge), that would be super helpful :)

@atimeofday
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@alasky17 @simifor I believe switching to proton experimental bleeding-edge has solved all three mouse-related issues I was having: UI mouse sensitivity, middle click mod select, and corpus hacking.

(Minor note: I am currently traveling and using the built-in monitor of my laptop instead of my main one, in case that ends up mattering somehow. I will report back if it does.)

@alasky17
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@atimeofday Great to hear! Keeping fingers crossed that all continue to be fixed when you get back home 🤞

@massatt212
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massatt212 commented Mar 28, 2024

What causes the launcher to behave like it does, going blank or black?

And is there a fix I can install? Even with wine tricks?

@atimeofday
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atimeofday commented Apr 10, 2024

I am encountering frequent semi-random crashes. I have attached the end of the proton log from the most recent one, since the full log was much too large to upload. It looks to me like an issue with Nvidia drivers expecting explicit sync which, to my knowledge, has not been implemented on Linux yet.

Please advise:

  1. whether I or proton could do anything to sidestep this issue for now and prevent the crashes
  2. what all other information I can provide to assist with properly diagnosing the issue

steam-230410-log-partial.txt

Update:

  • On a hunch, I have switched from borderless fullscreen to exclusive fullscreen
  • This seems to prevent the crashing issue entirely, although occasional brief halts/stutters still happen
  • UI cursor speed is abnormally slow again in exclusive fullscreen mode
  • UI cursor speed settings do not perceptibly work, but I am not certain they do nothing

@JobeSound
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Since the last update, the game seems to think I have a controller connected and completely ignores keyboard and mouse inputs, preventing me from logging in. I have disabled and enabled Steam Input, no change.

steam-230410.zip

@kaincenteno
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Since the last update, the game seems to think I have a controller connected and completely ignores keyboard and mouse inputs, preventing me from logging in. I have disabled and enabled Steam Input, no change.

steam-230410.zip

oh that happens to me when connecting the steam deck to a dock. Are you on a steamdeck?

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@kisak-valve

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