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Doom Eternal (782330) #3773
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I'm getting a hard crash that seems to happen after 30 minutes or so. Here's the log file: I have a RX 5700XT and am using ArchLinux with RADV. |
Hello @poperigby, please copy your system information from Steam ( As a side note, Proton logs are known to compress well, please consider throwing large logs into an archive. |
Here's the system information gist: https://gist.github.com/PopeRigby/263d2b99e3998f99fdf4e0d222845843 |
So does ACO work on Mesa 20.1 now? Last I heard ACO was not working. |
Is it still true that enabling the overlay causes performance issues? My own experience shows the opposite: |
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Deleted those folders and were recreated once starting Steam. I checked the directory and they were symlinking to a 1.2.135 version of Vulkan. cool. Then I load up a random game with Proton 5.0-6 with the DXVK hud set to 1 under Ubuntu 19.10. It shows up as Mesa 20.0.99 (using the bleeding edge git version from https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers for my RX 580. Shows Vulkan 1.2.128 for my Vulkan version. I obviously cannot start DOOM Eternal either. What is going on and what steps are missing? NOTE: I found an Ubuntu repo at https://packages.lunarg.com/ which gives me an updated libvulkan1 and libvulkan1:i386 without affecting my current Mesa. 1.2.135 is installed, but whenever I try a game on Steam or using GameHub with a GOG game, it is still at 1.2.128. I have no clue where this version of Vulkan is coming from! |
"Alt-Tab may break the game rendering." |
My hard crash seems to be happening after about 20 minutes every time I start the game. Maybe I could time it to check. |
Adding bugs (perhaps obvious/already known):
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This game is also seems to be affected by #2927 If you're having problems, and you have a Ryzen 3xxx processor, try the workaround there ^ |
Doom Eternal Monitor/Resolution fail Issue transferred from #3797. Compatibility Report
System Information
I confirm:
SymptomsAfter installing latest SteamPlay Proton 5.06 I got one perfect play session that lasted several hours. I took a break to eat and then came back to continue play. I have a 2 monitor setup. When I tried to launch the game a second time, it switched to a small window on the the secondary monitor. The lower monitor is my default screen and sits at eye level. I can see the upper left corner of the Doom Intro being rendered within the quarter-sized window on the secondary monitor. The game engine thinks it is rendering on the entire screen but I only see the portion that overlaps the window. I can see 2 buttons in the UI and I can interact with them. I Alt-F4 to exit. Seems fixable if I can manually force the monitor and resolution for the app but I don't know if that would work. One workaround I have found is if I delete ../steamapps/compatdata/782330 the game does 'first run' again, which always runs perfectly. I have included a screenshot of both monitors (1920x2160 pixels). Steam is fullscreen below on primary and you see the Doom Window above on the secondary. Reproduction@Kalevr1 commented on 2020-04-24T23:21:15: This is my first post so I hope it is correct starting a new report rather than attaching to another. If not apologies. |
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I'm effectively in the identical scenario, same versions, cannot figure out how to get DOOM Eternal not to crash on start. :( Did you get this figured out @btegs ?
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On the old thread a few users reported that battlemode can't find games, and I have the same issue. Nobody on that thread either suggested a cause or reported a fix, so I'd like to bring back attention to that issue. |
I upgraded to Ubuntu 20.04 with that Vulkan package from lunarg and I still am stuck with 1.2.128. I removed the pinned libs (Steam even warns me when its recreating it on launch) and cannot get that newer version to sync up. @kisak-valve ignored my comment before, but I'm glad that there are other people having this issue. |
The following is Ubuntu 20.04, latest Nvidia drivers 440 with a GTX 1080. After the game is started, a small black screen shows on the second monitor and stays like that. Sometimes it would show the actual menu instead of the black screen like this But if I try to make the game go fullscreen by pressing ALT+ENTER, then all hell breaks loose |
Alright well DOOM Eternal is now launching for me. I'm unsure what has changed for me to do this. It might have been a recent MESA driver update that fixed it, unsure. Just blind tried it again, and I'm able to get in and play the game. If I observe further issues I'll report them. |
Did it happen on first-run as well or only subsequent launch attempts? If it's like my situation you can do a workaround by deleting the folder under compdata as I explained in my report, so that every run is a "first" run. I had to dual boot my way through this game unfortunately. It was either that or delete that folder with every launch of the game. Until they fix the multi-monitor launch bug, there is no other way that I can see. |
@luisalvarado instead of pressing alt-enter, try going into settings, and changing 'windowed' mode to 'borderless windowed' first. If it works, change it to 'fullscreen' then. Or just play on borderless? |
@ziprasidone146939277 Thank you for the details. This is a confusing issue (without even counting the fact that we haven't gotten other reports of environment variables not working, and have not been able to reproduce locally). Another idea came up to try to diagnose what is going wrong with your system - could you try running DOOM Eternal with all of the launch options that used to make it run well (LD_PRELOAD etc) and Proton 8.0, and then run the following in a separate terminal and post the output here? |
Replying to #3773 (comment)
Hello. I am not able to do those test right now. I will tr to do and post those test at UTC-3 more or less (if I have enough time). And I am replying via mail.
Yes. I think that the last 10-15 messages on this thread makes everything quite a bit confusing. What I reported it's not new (keep this in mind).
I've found time ago some workarounds (searching on github; protonDB, etc.) and since then I play in that way.; without further research or reporting anymore. I mean; the LD_PRELOAD workarround worked (launch the game from Steam) until Proton 8 released. And I realized because I use Experimental by default, as I said in older messages. But the neccesity of de LD_PRELOAD="" launching Doom from Steam client, was always a "requirement" to can play well (Proton 7). And now with Proton 8 and Experimental the new Workarraound (for me) it's launch the game from it's own shorcut or from CLI without any "tricks" (LD_PRELOAD; ...NVIDIA=blah, etc). But never from Steam client. I don't use "LD_PRELOAD="" anymore because Proton 8.
I think that it's worth to explain or clarity what does "launching from Steam" and "from CLI or Desktop Shortcut" means when I mention that; because I think that was not clearly explained by me) will try to do that:
Always and in all cases, speaking that this is with everything to steam process's related closed previously, i.e.: from scratch
- Launching/Launch from Steam means: (this is what is not working with the expected FPS)
1. I am on the Desktop.
2. I open the Steam client from the Steam shortcut and main page appears.
3. I click on the desired Game (in this case Doom Eternal)
4. I click "Launch" on the selected game (again, Doom Eternal)
5. Game opens at 30 FPS; I am not able to play.
6. "OK, this does not work" So I close all Steam related software.
Lets call this the "normal" way. (Just for reference)
Launching from the game Desktop shortcut (this works at expected FPS)
1. Just click on "Doom Eternal" Desktop shortcut. (Note that this works in my case; but if I am not wrong, users who uses Steam's Flatpak version; does not have the shortcut and I think also that is not easily launch from CLI also, because the flatpak's integration with the OS or jail/isolated env.)
- Launching from CLI: (this works at expected FPS)
1. Open a terminal.
2. `steam steam://rungameid/782330`
Lets call the last two ones "alternative" ways.
As You can see this is not a critical issue: one way or another; the game finally is playable. At least for me, I don't know for other users. Maybe they are using the "normal" way and that's all; idk. I've already reported the issue in the time; but there is no news yet.
I will do the test You suggested asap.
And finally all of this "noise" its to helps others and to try to make the gaming experience on Linus to be better (helping/reporting to You).
Yesterday I played more than five hours Doom w/o any problems. The only problem its to beat the Master Level Super Gore Nest endurance at ultra-nightmare lol.
Regards!
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Hello @alasky17
Steam/DE configs: First testDoom Eternal running (with very playable FPS) from Doom Eternal's shortcut (not from Steam) and proton 8.
Then I closed Doom Eternal. Its not running anymore/its closed. And the Steam client instance is still running (the same instance which launched the game previously just before)
As far I can understand, this is weird, at least for me. Second testIf I use the "normal" way; the game never launches. The output of Because of this; I added So: Proton log attached: steam-782330.zip I hope I explained myself well (My English is bad) and this helps to You or whoever to improve Steam. |
@ziprasidone146939277 Your output for the @alasky17 so, turns out it was MangoHud that breaks all Proton 8.X games, and it's gamemode that breaks performance for me in Doom Eternal. Without either, I get the expected fps. Only problem now is that DLSS stops working with the sniper runtime. Do you know if anyone on the team is aware of this? It isn't an Nvidia/Wine/DXVK/DXVK-NVAPI/VKD3D issue, as everything works perfectly with wine 8.X and current DXVK/VKD3D-Proton/DXVK-NVAPI master using Lutris. If it's not been reported I'll go ahead and fill out a report. The weird thing about gamemode is that it does indeed work in all other games. What's also weird is that MangoHud DID used to work with Proton 8.X until about a month ago. Was Sniper the runtime that's always been used or did it start out using Soldier? |
@alasky17 so, it turns out, gamemode was NOT the problem. I have no idea why uninstalling it made it work normally literally once. Nothing else has changed, same driver version and everything. I even deleted the prefix. But sure enough, I try to launch it today (for the first time since I last commented), and it's locked at 235W and only getting about 25-30 fps (when I should get about 200, that's what I was getting the other day). |
Reviewing your replies here you still haven't commented whether you tried:
This worked for me and many others on Nvidia. |
@Vash63 I was under the impression that the issue you guys were facing wasn't power-limiting. |
I mean. Look at this absolute nonsense. This is an RTX 3090. I used to get over 200 fps on these exact settings. Not only that, but NO other game performs other than how I should expect. Actually, every test I've done seems to indicate that I perform slightly ABOVE expectations in all other games. Even native Vulkan games like Metro Exodus and Wolfenstein: Youngblood. Hell Wolfenstein Youngblood uses idTech 6 (DE runs idTech 7 but still). I get well over 200 fps in Wolfenstein: Youngblood. I get like 120 fps in CP2077 at 1440p high with some RT enabled and DLSS Quality. I get like 120 fps in Dying Light 2 at 1440p with Ray Traced Sun Shadows and Flashlight and all other settings at their highest w/out RT. There is 100% a bug here. Especially since when I disabled and uninstalled gamemode, it worked as normal exactly once. |
@Vash63 @alasky17 I wanted to add that I tried on both 530.41.03 and 525.47.26, no difference. It's really starting to get maddening where this NEVER happened once before until like two months ago, and I have more hours in Doom Eternal than any other game except Titanfall 2, over 200 hours, own both the DLC, etc, so it's not like I'm confused about my performance from before this bug occurred, and it doesn't happen in ANY other game, whether it's natively DX11, natively Vulkan, natively DX12, natively OpenGL, Unreal Engine, idTech, Unity, Source, nothing. |
Problem with validation Doom Eternal on Ubuntu Linux 22.04.2 LTS (Jammy Jellyfish) 64-bit Issue transferred from #6833. Hi.
which takes me to the page: https://support.codefusion.technology/de_d90127jd781/?e=88500006&l=polish I will add that I have not changed anything in the game or system options. I am running Ubuntu Linux 22.04.2 LTS (Jammy Jellyfish) 64-bit, with kernel 6.3.0-060300-generic x86_64, and graphics: AMD Radeon Vega 8 Graphics (raven, LLVM 15.0.7, DRM 3.52, 6.3.0-060300-generic). Paweł, |
Hello @grabarz666pg, that sounds like an issue related to Denuvo Anti-Tamper. The servers for Denuvo Anti-Tamper hand out five activation tickets per 24 hours, and for some reason you've run out of tickets for today. That hints that the game thinks that it's being run on a different system, or the activation ticket isn't getting cached as intended. |
@Vash63 @alasky17 so, I've discovered something EXTREMELY weird. I've figured out how to force my expected performance back, but it makes literally zero sense. Okay, so. Right now, if I run the game with ZERO modifiers, zero launch options, it is artificially power-limited and locked to less than 30 fps. If I add But I noticed that when trying to use So, I tried it with Success. Game runs at 200 fps with Ray Tracing enabled at 1440p and pulls 366W instead of the 200 it was limited at before. Only problem is that using Trying to use I spent about an hour last night trying all sorts of permutations, and it seems that for some reason, as of about 6 months ago, on my setup, Doom Eternal CANNOT run without being artificially limited unless I force-load But now that I found it, I am able to use MangoHud, I found that the problem where MangoHud was breaking all Proton 8.X games was only seen when using I need to reiterate here, this issue (artificial power limits) has NEVER shown up in ANY other game except Doom Eternal. It was NOT a problem on the exact identical hardware up until a few months ago. Even when I uninstall MangoHud and Gamemode completely from my system, it stays broken. For some reason, there's some bug in the Nvidia driver, Proton, the Steam Runtime, or the game itself where gamemode enables it to run at the expected performance, but not using gamemode forces it to run at 200W and <30 fps. |
Doom Eternal - Steam Proton - Keyboard layout - Can't find dash Issue transferred from #6843. APP ID = 782330 When playing Steam - Doom Eternal - I need to jump a large gap. I am only using a keyboard and mouse. Per the video helper guides I need to jump then dash. However I dont have a keyboard mapping for dash. Any help would be greatly appreciated. Thanks |
Unable to Play Doom Ernal in Mint Linux 21.1 64-bit (kernel 6.3.7-060307 x86_64) Issue transferred from #6874. Hello. https://www.youtube.com/watch?v=g3UPxd8iUsU&ab_channel=ChrisTitusTech where the author successfully launched Doom on the Proton-5.4-GE-2 with the boot options from the video content. This way also doesn't work in my case I also tried all the above methods on kernel 5.15 (default for Mint) and 5.19 - no effect. Mesa drivers are up to date. System Information
Anyone have an idea how to run the game? Regards, |
Just to make sure, have you tried running the game with a newer Proton version? Such as Proton 8.0-2. Aside from that, you might want to check/attach a Proton log (running with It is possible that the Mesa drivers for Intel don't implement the required Vulkan features, the log file might make this clearer. From what I understand, Vulkan support for integrated Intel chips (ANV driver) is not quite as good as the support for AMD chips (RADV). There could also be an entirely different issue. If it is GPU-driver related, Mess 23 might have some improvements (from what I can see you're using Mess 22). Since DOOM Eternal uses Vulkan, I believe there is pretty much direct passthrough to use the system Vulkan, and DXVK isn't required here. So the issue shouldn't be related to DXVK, but there may be improvements with updated Wine versions in newer Proton versions (or other Proton flavours, such as GE-Proton or Proton-tkg) that may fix the issue. |
Doom eternal not working on Intel is a driver issue: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7838, https://gitlab.freedesktop.org/mesa/mesa/-/issues/7600, https://gitlab.freedesktop.org/mesa/mesa/-/issues/7721 |
Doom Eternal crash when launch game using Proton8.0 and experimental - Proton7.0 works fine Issue transferred from #6886. System Infomation: Similar issues is reported here #6782 (comment). Doom Eternal fails to launch on the AMD open-source and proprietary drivers with the Proton8.0 and Proton experimental, The address of vkCreateRayTracingPipelinesKHR is same as vkCreateGraphicsPipelines when I use proton8.0. The reason is probably related to the deferred operation. For raytracing pipeline, it will be used deferred for some reason, and in this condition when using proton 8.0, the deferred operation will can't find the address of original raytracing pipeline because the memory address of this pipeline had been occupied by other type pipelines. RADV works fine. But I have a look in its source code and I found that the deferred operation isn't implemented completely yet. It will return success directly when using the deferred operation and what you can see it in the source code snip. // source code snip of RADV
// From /mesa/src/vulkan/runtime/vk_deferred_operation.c
VKAPI_ATTR uint32_t VKAPI_CALL
vk_common_GetDeferredOperationMaxConcurrencyKHR(UNUSED VkDevice device,
UNUSED VkDeferredOperationKHR operation)
{
return 1;
}
VKAPI_ATTR VkResult VKAPI_CALL
vk_common_GetDeferredOperationResultKHR(UNUSED VkDevice device,
UNUSED VkDeferredOperationKHR operation)
{
return VK_SUCCESS;
}
VKAPI_ATTR VkResult VKAPI_CALL
vk_common_DeferredOperationJoinKHR(UNUSED VkDevice device,
UNUSED VkDeferredOperationKHR operation)
{
return VK_SUCCESS;
} I also found memory allocation of VkRayTracingPipelineCreateInfoKHR things is different in the source code of wine between proton7.0 and proton8.0. This info may be useful. In proton7.0, when using convert_VkRayTracingPipelineCreateInfoKHR_array_win_to_host the memory will be allocated directly by malloc. Proton7.0
From /Proton/wine/dlls/winevulkan/vulkan_thunks.c
static inline VkRayTracingPipelineCreateInfoKHR_host *convert_VkRayTracingPipelineCreateInfoKHR_array_win_to_host(const VkRayTracingPipelineCreateInfoKHR *in, uint32_t count)
{
VkRayTracingPipelineCreateInfoKHR_host *out;
unsigned int i;
if (!in || !count) return NULL;
out = malloc(count * sizeof(*out));
for (i = 0; i < count; i++)
{
out[i].sType = in[i].sType;
......
out[i].basePipelineIndex = in[i].basePipelineIndex;
}
return out;
} In proton8.0, when using convert_VkRayTracingPipelineCreateInfoKHR_array_win64_to_host the memory will be allocated by function conversion_context_alloc. Proton8.0
From /Proton/wine/dlls/winevulkan/vulkan_thunks.c
static inline const VkRayTracingPipelineCreateInfoKHR *convert_VkRayTracingPipelineCreateInfoKHR_array_win64_to_host(struct conversion_context *ctx, const VkRayTracingPipelineCreateInfoKHR *in, uint32_t count)
{
VkRayTracingPipelineCreateInfoKHR *out;
unsigned int i;
if (!in || !count) return NULL;
out = conversion_context_alloc(ctx, count * sizeof(*out));
for (i = 0; i < count; i++)
{
convert_VkRayTracingPipelineCreateInfoKHR_win64_to_host(ctx, &in[i], &out[i]);
}
return out;
} I'm stuck here and I don't know what to do next, can anyone have a deeper investigate. @lukelmy commented on 2023-06-28T09:11:35: It seems like wine should consider the situation of deferred operations and modify the strategy of address-allocation in this case since same address may obtained from |
Does this branch fix the Proton 8 issue - https://gitlab.winehq.org/DadSchoorse/wine/-/commits/wv-meme-feature ? |
@Reger95 the fix has been applied to Proton 8 Experimental [Bleeding Edge] branch. Also thanks to you for posting the debug info, this got the ball rolling to fix the issue. |
Due to the early flood of feedback for Doom Eternal while the community figured out how to get this game to run, the discussion for this game has been reset. If you have an interest in the community efforts made to run this game, feel free to read #3654.
Known hard requirements:
Proton 5.0-6 or newer
Mesa 20.0.3 / LLVM 9.0 (AMD only) (or equivilant AMDVLK / AMDGPU-PRO) (RADV/ACO needs 20.1+)
nVidia 440.82 (nVidia only, mildly older drivers may work with degraded performance.)
vulkan-icd-loader 1.2.135 (This is provided by the Steam runtime. Drivers can report support for an older vulkan spec and that is okay.)
Known Quirks:
As of this writing, Denuvo is having a hard time with something in Wine-Staging, and third party Proton builds based on that may hit a 24 hour lockout after 5 runs per day.
Steam overlay degrades performance when visible.Improved Steam Overlay and FPS counter performance for games using Vulkan async compute (such as DOOM Eternal).
in the 2020-04-16 Steam client beta update.Alt-Tab may break the game rendering.
Tinkerer guides:
Please do not re-post tinker guides in this issue report. If you have one to share, please put it in a gist and request that the gist be shared in this section.
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