Other News about gaming on Linux

Struggles with HDR + stalker2

Reddit Linux_Gaming - vor 56 Minuten 1 Sekunde

I am on a fresh install of Cachyos, I've tried the game in gamescope and none-gamescope. Both when launched just has the menu stuck at "Disabled" on trying to enable HDR.

gamescope --force-grab-cursor -f -w 3840 -h 2160 -r 240 --hdr-enabled -- %command%

and

PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_HDR=1 %command%

Second I tried using with proton-ge, cachyos native. Running steam native, because all bunded into cachyos.

7900XTX/AMD 9950X3D.

Not too sure why its being picky.

[gamescope] [Info] xdg_backend: HDR INFO

[gamescope] [Info] cv_hdr_enabled: true

[gamescope] [Info] uTF: ST2084_PQ

[gamescope] [Info] bExposeHDRSupport: true

...

[Gamescope WSI] Surface state:

server hdr output enabled: true

hdr formats exposed to client: true

submitted by /u/Sc0rian
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I'm trying to make my android phone a gamepad and I need your help

Reddit Linux_Gaming - vor 1 Stunde 4 Minuten

Alright, to begin, I'm poor, and currently I can't afford a controller.. in Windows, there used to be an app know as "Pc Remote Control" which used to let me use my android phone as a controller to play games over the laptop. Yeah, even Steam can do it, but I don't find it much usable, and as far as I tried , It's doesn't work when I try to run games from Lutris. So, my plan to make a program, which can connect my android phone to connect with my arch setup, probably using python to send inputs that can emulate xinput. Call me dumb, if I sound like one, I'm completely new to all these. Ofc, I will host the whole thing on GitHub, making it open source. I haven't started it yet, but I just started learning flutter for ui on Android and also, about sockets for servers ig. Note, I have never made anything like this nor have much of programming knowledge for this, it is also a learning exercise for me . But I would love to get some of suggestions?! Maybe on where do I start?

submitted by /u/Vans__G
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A Solo Developer's War Journal: Architecture as a Survival Tool

Reddit Linux_Gaming - vor 1 Stunde 6 Minuten
How I Built a Complex Crafting System From Scratch Without Losing My Sanity

This is a story about architecture, coding tricks, and how to survive your dream project.

A Solo Developer's War Journal: Architecture as a Survival Tool

Being a solo developer is like walking a tightrope. On one hand, you have absolute freedom. No committees, no managers, no compromises. Every brilliant idea that pops into your head can become a feature in the game. On the other hand, that same tightrope is stretched over an abyss of infinite responsibility. Every bug, every bad decision, every messy line of code—it's all yours, and yours alone, to deal with.

When I decided to build a crafting system, I knew I was entering a minefield. My goal wasn't just to build the feature, but to build it in such a way that it wouldn't become a technical debt I'd have to carry for the rest of the project's life. This was a war, and the weapon I chose was clean architecture. I divided the problem into three separate fronts, each with its own rules, its own tactics, and its own justification.

Front One: The Tactical Brain – Cooking with Logic and Avoiding Friendly Fire

At the heart of the system sits the "Chef," the central brain. The first and most important decision I made here was to "separate data from code." I considered using the engine's built-in data asset types, which are a great tool, but in the end, I chose JSON. Why? Flexibility. A JSON file is a simple text file. I can open it in any text editor, send it to a friend for feedback, and even write external tools to work with it in the future. It frees the data from the shackles of a specific game engine, and as a one-man army, I need all the flexibility I can get.

The second significant decision was to build a simple "State Machine" for each meal. It sounds fancy, but it's just a simple variable with a few states: Before, Processing, Complete. This small, humble state is my bodyguard. It prevents the player (and me, during testing) from trying to cook a meal that's already in process, or trying to collect the result of a meal that hasn't finished yet. It eliminates an entire category of potential bugs before they're even born.

The entire process is managed within an asynchronous operation that can be paused and resumed, because it gives me perfect control over timing. This isn't just for dramatic effect; it's a critical "Feedback Loop." When the player presses a button, they must receive immediate feedback that their input was received. The transition to the "processing" state, the color change, and the progress bar—all these tell the player: "I got your command, I'm working on it. Relax." Without this, the player would press the button repeatedly, which would cause bugs or just frustration.

The logic for this timed sequence is straightforward but crucial. First, it provides immediate feedback by changing the meal's state to "Processing" and updating its color. This locks the meal to prevent duplicate actions. Then, to create a sense of anticipation, it enters a loop that runs for the required preparation time. Instead of just freezing the game, it actively shows progress by updating a visual progress bar each second. Passive waiting is dead time in a game; active waiting is content. Finally, once the time is up, it delivers the reward. The state is changed to "Complete," the crafted food is spawned for the player, and the color is updated again to give visual feedback of success.

Front Two: Physical Guerrilla Warfare – The Importance of "Game Feel"

As a solo developer, I can't compete with AAA studios in terms of content quantity or graphical quality. But there's one arena where I can win: "Game Feel." That hard-to-define sensation of precise and satisfying control. It doesn't require huge budgets; it requires attention to the small details in the code.

My interaction system is a great example. When the player picks up an object, I don't just attach it to the camera. I perform a few little tricks: maybe I slightly change the camera's Field of View (FOV) to create a sense of "focus," or add a subtle "whoosh" sound effect at the moment of grabbing.

The real magic, as I mentioned, is in the throw. Using a sine wave in the engine's fixed-rate update loop isn't just a gimmick. This loop runs at a consistent rate, independent of the visual frame rate, making it the only place to perform physics manipulations if you want them to be stable and reproducible. Multiplying by PI * 2 is a little trick: it ensures that the sine wave completes a full cycle (up and down) in exactly one second (if the frequency is 1). This gives me precise artistic control over the object's "dance" in the air.

It's also important to use filtering for raycasts—the invisible beams engines shoot to detect objects. I don't want to try and "grab" the floor or the sky. My raycast is configured to search only for objects on a specific "Grabbable" layer that I've defined. This is another small optimization that saves headaches and improves performance.

Front Three: The General Staff – Building Tools to Avoid Building Traps

I'll say this as clearly as I can: the day I invested in building my own editor window was the most productive day of the entire project. It wasn't "wasting time" on something that wasn't the game itself; it was an "investment." I invested one day to save myself, perhaps, 20 days of frustrating debugging and typos.

Working with a game engine's default editor UI can be limiting. So, I used its styling APIs to customize the look and feel of my tool. I changed fonts, colors, and spacing. This might sound superficial, but when you're the only person looking at this tool every day, making it look professional and pleasing to the eye is a huge motivation boost.

The real magic of the tool is its connection to the project's asset management system. A special UI field in my tool allows me to drag any asset—an image, a reusable game object, an audio file. As soon as I drag an asset there, I can get its unique asset path as a string and save it in my JSON file. Later, I can use the engine's APIs to load the asset from that path and display a preview of it.

This creates a closed, safe, and incredibly efficient workflow. The tool has a field where I can, for example, drag an ingredient's sprite. If I drag in a new sprite, the tool automatically gets the asset path of that new image and saves it to my data file, marking the object as changed so the editor knows to save it. This simple, visual workflow prevents typos and makes managing game data a breeze.

The Fourth and Final Front: The Glue That Binds, and Preparing for Future Battles

How do all these systems talk to each other without creating tight coupling that will weigh me down in the future? I use a simple approach. For example, the "Chef" needs access to the player's inventory manager to check what they have. Instead of creating a direct, rigid reference, I use a global function to find the manager object when the game starts. I know it's not the most efficient function in the world, but I call it only once when the system initializes and save the reference in a variable. For a solo project, this is a pragmatic and good-enough solution.

This separation into different fronts is what allows me to "think about the future." What happens if I want to add a system for food that spoils over time? That logic belongs to the "brain." It will affect the meal's state, maybe adding a Spoiled state. What if I want to add a new interaction, like "placing" an object gently instead of throwing it? That's a new ability that will be added to the "hands." And what if I want to add a new category of ingredients, like "spices"? I'll just add a new tab in my "manager" tool. This architecture isn't just a solution to the current problem; it's an "infrastructure" for the future problems I don't even know I'm going to create for myself.

Being a solo developer is a marathon, not a sprint. Building good tools and clean architecture aren't luxuries; they are a survival mechanism. They are what allow me to wake up in the morning, look at my project, and feel that I'm in control—even if I'm the only army on the battlefield.

To follow the project and add it to your wishlist: https://store.steampowered.com/app/3157920/Blackfield/

submitted by /u/osadchy
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Any way to reduce wattage on quake & quake 2 on steam deck? (Recent releases)

Reddit Linux_Gaming - vor 1 Stunde 19 Minuten

I guess any other games too. Considering the quake games’ age, it’s still pulling around 10 watts. Even Morrowind uses 10 watts (without openmw)

Guess I’m just looking for any optimization tricks for older games.

submitted by /u/GoosePants72
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How can I enable 4K resolution in my 1080p monitor?

Reddit Linux_Gaming - vor 1 Stunde 26 Minuten

I'm on linux for quite some time and I only used Nvidia GPUs so far, but recently I decided to upgrade to a 7900 XTX, everything has been pretty smooth, plug and play, but there is a small issue I am not able to find a solution for, when I was on the Nvidia GPU I used to go to the Nvidia X Server Settings, Display Configuration, and change ViewPortIn to 3840x2160 to play games in 4K, sure the desktop environment would look pretty small, but it was enough and a no headache solution for me to play games at 4K in my 1080p display, every game was able to recognize that resolution with that method, either would be Steam games or native games, when I was done, I would just simply revert the ViewPortIn to 1920x1080 and would go on with my business, on my new AMD GPU I am just not able to find a solution, anything I search the results are always xrandr, tried it, but it simply doesn't work, games are not able to find that resolution. I was thinking about the option of just buy a 4K monitor as a last resort. Throw money at your problem and it's solved! But I just wanted to make sure first if there was another option before buying a new monitor. Any help would be appreciated!

submitted by /u/FoxyPolo
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Sims 4 mod support for GF

Reddit Linux_Gaming - vor 1 Stunde 27 Minuten

Hey everyone,

My GF ordered a new PC and we're playing with the idea of using Linux on it (either Pop!_OS or CachyOS, but still open for recommendations). I'm wondering if her beloved Sims 4 will run through the EA App with all the DLCs she bought and if she can mod Sims 4 under Linux properly.

Any experiences and/or suggestions are appreciated!

Have a great week y'all!

submitted by /u/Icy_Structure_4134
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Linux Mint for Gaming with Nvidia GPU?

Reddit Linux_Gaming - vor 1 Stunde 38 Minuten

I have a laptop with i7 14700hx, 16gb of ram and RTX 4060, I know Intel and AMD have really good support for Linux, but Nvidia really falls short on gaming performance on Linux, whereas AMD GPUs sometimes surpass their performance on Windows. Can someone with an Nvidia GPU tell me how good the performance is when compared to Windows?

submitted by /u/Vazrak
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How should i play cs2?

Reddit Linux_Gaming - vor 2 Stunden 2 Minuten

OS: CachyOS x86_64
Host: ASUSTeK COMPUTER INC. ROG CROSSHAIR VIII HERO (WI-F
Kernel: 6.15.4-zen2-1-zen
Packages: 1453 (pacman), 38 (flatpak)
Shell: zsh 5.9
Resolution: 1920x1080
DE: Plasma 6.4.1 (Wayland)

WM: kwin_wayland_wr

CPU: AMD Ryzen 5 5600X (12) @ 5.281GHz
GPU: NVIDIA GeForce RTX 2070 SUPER
Memory: 31997MiB

..........................

Here are my specs, and I want to play CS2 with the lowest input lag possible. I don’t want that laggy feeling when I play.
My Steam launch option is:
gamescope -f -w 1920 -h 1080 -r 144 --force-grab-cursor --rt --immediate-flips -- %command%

There is a strange thing though. When I turn off VSync, I get 144 FPS, but sometimes (especially when I kill someone), the game suddenly feels very laggy. However, with VSync turned on, it is always smooth. Because of input lag, I don’t want to play with VSync on, but with it off, the experience is worse.

What do you suggest I do to have smooth gameplay with low input lag?

ps: screen tearing is not happening both vysnc on / off

submitted by /u/Time-Initiative1670
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Need help disabling ASLR for a Windows game I am opening through Steam's proton.

Reddit Linux_Gaming - vor 2 Stunden 3 Minuten

Hi, so I'm trying to play this game I downloaded, and I'm also trying to use game conquerer to cheat. I'm not trying to use Cheat Engine because:

  1. I don't like having to get the server for it or else it doesn't read anything outside of Wine.

  2. The last CE update was broken for me. I was struggling with CE in another game, so I decided to update CW and the server, but I was just getting told that I had the wrong version, and it never worked for me. I accidentally deleted the old version, and I couldn't downgrade because for whatever reason it didn't exist anymore.

Anyway, any time I try cheating in the game, and I close it or or simply go to the title screen, the memory is randomized, and any values I found are not longer in that location anymore, and I would have to find them again.

I did some searching online, discovered ASLR, but I don't want to do that for my entire system, only the specific game.

I'm also running BepInEx for the game, so I already have another command in the launch options.

Anyway, I went to ChatGPT, and started asking if there was a way to have both commands as a launch option. I have no real programming skill, so ChatGPT created the following .sh file:

!/bin/bash

PROTON_PATH="$HOME"/.steam/steam/steam apps/common/Proton Hot fix/proton"

GAME_PATH="$HOME/Games/Dan's Game/Dan's Game.exe"

setarch uname -m -R \ env WINEDLLOVERRIDES="winhttp=n,b" \ "PROTON_PATH" run "$GAME_PATH"

And the launch option I have for the game on steam is just:

./dan_custom_launch.sh %command%

So, the program somewhat works. I found that BepInEx is able to open through the WINEDLL command, but it doesn't disable ASLR. Anytime I go to ChatGPT for the issue, I feel like it just keeps random crap out of its ass to justify whatever changes it makes.

Any time I try to edit the .sh file, the only "errors" I get is that the game just doesn't open, and Steam goes back to the green play button. That or ASLR just doesn't seem to work.

Please help.

submitted by /u/EMPIREVSREBLES
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Just waiting on next proton to finalize seamless HDR for gaming?

Reddit Linux_Gaming - vor 2 Stunden 14 Minuten

Am i right in thinking were just waiting for the next proton to enable Wayland by default without needing flags for gaming? We already have seamless HDR in browser for Youtube, at least Firefox does. So if that's working must just need proton? I know its stupid close rn. Maybe a few more tweaks to accuracy but all in all it feels ready.

submitted by /u/Waste_Display4947
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Life long Windows user curious to step into Linux gaming

Reddit Linux_Gaming - vor 2 Stunden 23 Minuten

I've used Windows my entire life, and have used Linux some on the job (I work in IT support), but have been debating taking the plunge into getting Linux for at home for gaming. I've done a bit of research already, and have seen a couple of distros mentioned as good options for Linux gaming, but it feels a little daunting to try to narrow it down without any guidance. So I was hoping to get some opinions from the subreddit to see if there are any suggestions for a good gaming distro that could also cover all of my day to day needs (mostly web browsing and the occasional bit of photo editing). Also any gotchas to look out for in terms of hardware compatibility would be appreciated too. I've built two of my own desktops in the past, but it's been 7+ years so I'm a little rusty on modern specs, even though I'm more than used to opening up a tower to work with the guts.

Thanks in advance for any help you can give.

submitted by /u/ziphode24
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Baldur's Gate III Crashing

Reddit Linux_Gaming - vor 2 Stunden 30 Minuten

Hi! Before i begin, this is my first time on Linux. I am on fedora 42, i already installed the GPU drivers and changed windowing system from wayland to x11. For some reason, Baldur's Gate crashing on the loading screen, after i select continue. The menu is running as the same way as It was running on Windows 11 and i already made sure that Baldurs Gate is using my dedicated GPU. Is there any way to solve this?

My specs: GTX 1050 (laptop) 16GB RAM Intel I5 8th gen

submitted by /u/Beginning_Court_5237
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Our murder-mystery visual novel game Sleuth Saga: Under Starless Skies just got a free update in response to player feedback!

Reddit Linux_Gaming - vor 2 Stunden 31 Minuten

Hey again everyone - you might've seen us post here when we launched the game several weeks ago! Since then we've gotten some great feedback and bug reports that've helped us prioritise our focus when polishing and improving the demo, and now, that version is available to download on our itch.io page, accompanied by a devlog that helps explain the features we've expanded upon.

We're just a two-person team and we're always working hard to improve and polish the project in response to player feedback, so if you haven't already, now would be a great time - especially for you Linux gamers, we really need more Linux testers - to check the demo out and let us know your thoughts. Thanks again for the positive reception and we hope to hear from more of you soon!

submitted by /u/SleuthSaga
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UPDATE: what does this mean

Reddit Linux_Gaming - vor 3 Stunden 10 Minuten

Okay so a few days ago I asked for some help about what exactly what causing this screen, and fortunately y’all had some good advice on stuff to try. Apologies for the delay in updating y’all I was helping a roommate move in and this got put on the back burner while I was doing that.

Anyways so thanks to some advice I was able to check and see that my GPU, an AMD Radeon RX 7800XT, did not have its fans spinning while I was using it, so I ended up getting this software off of the software hub built into nobara called LACT which let me adjust and fiddle with the fan and power settings.

First thing I noticed was that the curve for fan usage was all out of whack so I set a nice curve so it would start keeping it cool at around 50 degrees C and I also saw that you could adjust how much wattage of power went to the card and the max was 280 w and for some reason it was limited to 230 w? Don’t know why that was the case but I bumped it up to 280. Haven’t had any errors like I had before and I tested my new settings on total warhammer 3 on max for a couple hours and it ran fine.

Wanted to thank y’all again for helping me figure out what was going on!

submitted by /u/obiwan_is_sand
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ProtonPlus has a new awesome feature

Reddit Linux_Gaming - vor 3 Stunden 19 Minuten

I wanted such think in Steam, because it's sometimes hard to keep track of what uses which Proton, sometimes I want everything to just use the default one, but good luck finding what doesn't already.

It also shows AreWeAnticheatYet compatibility with the shield, and you can navigate to the install and prefix directories of a game using three dots

submitted by /u/Damglador
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Mouse cursor overlaps on 2nd monitor causing clicks to tab out

Reddit Linux_Gaming - vor 3 Stunden 23 Minuten

I'm on fedora 42 gnome. Using an RX 9070. The primary display I'm playing games on is 2k and the 2nd monitor is 4k.

This happens regardless of if I am in a menu with a visible cursor like in the screenshot or in game.

In some games, such as stellar blade, my mouse cursor goes slightly over onto my 2nd monitor (the green part of the screenshot is my wallpaper) which seems to cause most clicks to tab me out when turning the camera to the left.

As far as I can tell this is NOT an issue of the game not properly capturing my cursor. As using the games built in option as well as trying winecfg to lock the cursor to the game does not fix the problem.

Gamescope does not seem to be a solution. As even with the --force-grab-cursor launch option my mouse just slides right off the left side of my monitor. Making the game even less playable.

After trying all the solutions I can find for related problems online I'm out of ideas on how to fix this. Any help is greatly appreciated.

submitted by /u/IStandStillICume
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9070XT Crashes please send help.

Reddit Linux_Gaming - vor 3 Stunden 27 Minuten

Hello, n00b here. Please help me out here, I'm slowly loosing it.

Since I got a 9070 XT some games crash the system more than others. Right now it's really bad.
It's complicated but I'll do my best to describe the symptoms.
All I need are ideas on what else to check / what do?

THE SYMPTOMS ARE:
All the screens go black, Then they turn back on, and the system is either frozen, or it recovers like 10% of the time.
The games I tried it with:
Darktide almost crashes all the time, at some point in a mission, not on the ship though.
Space Marine 2 is more stable but managed to crash that too.
Warframe is very stable, but it does rarely crash too.

HERE'S ALL THE CONTEXT I CAN GIVE/THE TROUBLESHOOTING I DID:
I used to be on Mint with Xanmod, now I switched to CachyOS, and both had the issue.
Tried different Proton versions, different Distros, different desktop environments(MATE, KDE Plasma), X11 and Wayland, tried with and without LACT undervolting. Done a Memtest and passed. Installed the newest BIOS,

CURRENTLY I'M RUNNING:
AMD Ryzen 7 3700X
AMD Radeon RX 9070 XT
RAM: 31.26 GiB
Power supply 850W
CachyOS x86_64
Kernel: Linux 6.15.4-3-cachyos
KDE Plasma 6.4.1
KWin (Wayland)
Mesa 25.1.4-cachyos1.2
GE-Proton 10-7
The system under load is around 60-70˚C

Today I managed to catch a crash at 17:23:29 at least that was the time on the panel clock and it did recover so I managed to salvage some logs.

DURING A CRASH:
Steam returns:

radv/amdgpu: The CS has been cancelled because the context is lost. This context is innocent. src/steamnetworkingsockets/clientlib/steamnetworkingsockets_lowlevel.cpp (4108) : Trying to close low level socket support, but we still have sockets open! 06/30 17:23:30 minidumps folder is set to /tmp/dumps 06/30 17:23:31 Failed writing minidump, nothing to upload.

journalctl -b -1 -p err
returns the following:

kernel: amdgpu 0000:0b:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=7874457, emitted seq=7874459 kernel: amdgpu 0000:0b:00.0: amdgpu: Process information: process main pid 27431 thread vkd3d_queue pid 27606 kernel: amdgpu 0000:0b:00.0: amdgpu: Starting gfx_0.0.0 ring reset kernel: amdgpu 0000:0b:00.0: amdgpu: Ring gfx_0.0.0 reset failure kernel: [drm:gfx_v12_0_hw_fini [amdgpu]] *ERROR* failed to halt cp gfx systemd-coredump[28583]: [🡕] Process 1602 (Xwayland) of user 1000 dumped core.

journalctl -b -1 | grep -i amdgpu
returns:
(the /sys/class/drm/card0/device/devcoredump folder doesn't exist so I couldn't dig deeper)

16:25:04 kernel: amdgpu 0000:0b:00.0: amdgpu: [drm] AMDGPU device coredump file has been created 16:25:04 kernel: amdgpu 0000:0b:00.0: amdgpu: [drm] Check your /sys/class/drm/card0/device/devcoredump/data 16:25:04 kernel: amdgpu 0000:0b:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=7874457, emitted seq=7874459 16:25:04 kernel: amdgpu 0000:0b:00.0: amdgpu: Process information: process main pid 27431 thread vkd3d_queue pid 27606 16:25:04 kernel: amdgpu 0000:0b:00.0: amdgpu: Starting gfx_0.0.0 ring reset 16:25:06 kernel: amdgpu 0000:0b:00.0: amdgpu: Ring gfx_0.0.0 reset failure 16:25:06 kernel: amdgpu 0000:0b:00.0: amdgpu: GPU reset begin! 16:25:09 kernel: [drm:gfx_v12_0_hw_fini [amdgpu]] *ERROR* failed to halt cp gfx 16:25:09 kernel: amdgpu 0000:0b:00.0: amdgpu: MODE1 reset 16:25:09 kernel: amdgpu 0000:0b:00.0: amdgpu: GPU mode1 reset 16:25:09 kernel: amdgpu 0000:0b:00.0: amdgpu: GPU smu mode1 reset 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: GPU reset succeeded, trying to resume 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: PCIE GART of 512M enabled (table at 0x00000083DAB00000). 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: PSP is resuming... 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: RAP: optional rap ta ucode is not available 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: SECUREDISPLAY: securedisplay ta ucode is not available 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: SMU is resuming... 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: smu driver if version = 0x0000002e, smu fw if version = 0x00000032, smu fw program = 0, smu fw version = 0x00684600 (104.70.0) 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: SMU driver if version not matched 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: SMU is resumed successfully! 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: program CP_MES_CNTL : 0x4000000 16:25:10 kernel: amdgpu 0000:0b:00.0: amdgpu: program CP_MES_CNTL : 0xc000000 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring gfx_0.0.0 uses VM inv eng 0 on hub 0 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring comp_1.0.0 uses VM inv eng 1 on hub 0 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring comp_1.1.0 uses VM inv eng 4 on hub 0 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring comp_1.0.1 uses VM inv eng 6 on hub 0 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring comp_1.1.1 uses VM inv eng 7 on hub 0 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring sdma0 uses VM inv eng 8 on hub 0 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring sdma1 uses VM inv eng 9 on hub 0 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring vcn_unified_0 uses VM inv eng 0 on hub 8 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: ring jpeg_dec uses VM inv eng 1 on hub 8 16:25:11 kwin_wayland_wrapper[1602]: amdgpu: The CS has cancelled because the context is lost. This context is innocent. 16:25:11 kernel: amdgpu 0000:0b:00.0: amdgpu: GPU reset(2) succeeded! 16:25:11 startup.sh[2836]: amdgpu: The CS has cancelled because the context is lost. This context is innocent. 16:25:11 kernel: amdgpu 0000:0b:00.0: [drm] device wedged, but recovered through reset 16:25:11 lact[888]: 2025-06-30T14:25:11.182371Z INFO lact_daemon::server::handler: AMDGPU DRM initialized 16:25:11 lact[888]: 2025-06-30T14:25:11.182585Z INFO lact_daemon::server::handler: initialized amdgpu controller for GPU 1002:7550-1EAE:8810-0000:0b:00.0 at '/sys/class/drm/card0/device' 16:25:11 plasma-systemmonitor[20515]: amdgpu: The CS has cancelled because the context is lost. This context is innocent. 16:25:11 lact[18461]: radv/amdgpu: The CS has been cancelled because the context is lost. This context is innocent. 16:25:11 plasmashell[1802]: amdgpu: The CS has cancelled because the context is lost. This context is innocent. 16:25:12 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver ... previous line repeats a bunch of times... 16:25:32 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:25:33 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* [CRTC:93:crtc-2] flip_done timed out 16:25:33 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* [CRTC:85:crtc-0] flip_done timed out 16:25:33 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver ... previous line repeats a bunch of times... 16:25:47 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:25:47 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* flip_done timed out 16:25:47 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* [CRTC:85:crtc-0] commit wait timed out 16:25:47 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver ... previous line repeats a bunch of times... 16:25:57 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:25:57 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* flip_done timed out 16:25:57 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* [CRTC:93:crtc-2] commit wait timed out 16:25:57 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver ... previous line repeats a bunch of times... 16:26:07 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:26:07 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* flip_done timed out 16:26:07 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* [CONNECTOR:121:HDMI-A-1] commit wait timed out 16:26:08 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver ... previous line repeats a bunch of times... 16:26:17 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:26:18 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* flip_done timed out 16:26:18 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* [PLANE:46:plane-1] commit wait timed out 16:26:18 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver ... previous line repeats a bunch of times... 16:26:28 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:26:28 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* flip_done timed out 16:26:28 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* [PLANE:58:plane-3] commit wait timed out 16:26:28 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver ... previous line repeats a bunch of times... 16:26:38 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:26:38 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* flip_done timed out 16:26:38 kernel: amdgpu 0000:0b:00.0: [drm] *ERROR* [PLANE:90:plane-9] commit wait timed out 16:26:38 kernel: WARNING: CPU: 8 PID: 809 at drivers/gpu/drm/amd/amdgpu/../display/amdgpu_dm/amdgpu_dm.c:9393 amdgpu_dm_commit_planes+0x18ab/0x1ab0 [amdgpu] 16:26:38 kernel: pkcs8_key_parser ntsync i2c_dev crypto_user dm_mod loop nfnetlink lz4 zram 842_decompress 842_compress lz4hc_compress lz4_compress ip_tables x_tables amdgpu amdxcp i2c_algo_bit drm_ttm_helper ttm drm_exec gpu_sched drm_suballoc_helper video drm_panel_backlight_quirks drm_buddy nvme drm_display_helper nvme_core cec nvme_keyring nvme_auth wmi 16:26:38 kernel: RIP: 0010:amdgpu_dm_commit_planes+0x18ab/0x1ab0 [amdgpu] 16:26:38 kernel: amdgpu_dm_atomic_commit_tail+0xf46/0x3100 [amdgpu eb8de40e1599aed4a5813a119a09fcb59f0f3de2] 16:26:38 kernel: WARNING: CPU: 8 PID: 809 at drivers/gpu/drm/amd/amdgpu/../display/amdgpu_dm/amdgpu_dm.c:8779 amdgpu_dm_commit_planes+0x18b2/0x1ab0 [amdgpu] 16:26:38 kernel: pkcs8_key_parser ntsync i2c_dev crypto_user dm_mod loop nfnetlink lz4 zram 842_decompress 842_compress lz4hc_compress lz4_compress ip_tables x_tables amdgpu amdxcp i2c_algo_bit drm_ttm_helper ttm drm_exec gpu_sched drm_suballoc_helper video drm_panel_backlight_quirks drm_buddy nvme drm_display_helper nvme_core cec nvme_keyring nvme_auth wmi 16:26:38 kernel: RIP: 0010:amdgpu_dm_commit_planes+0x18b2/0x1ab0 [amdgpu] 16:26:38 kernel: amdgpu_dm_atomic_commit_tail+0xf46/0x3100 [amdgpu eb8de40e1599aed4a5813a119a09fcb59f0f3de2] 16:26:38 kernel: WARNING: CPU: 8 PID: 809 at drivers/gpu/drm/amd/amdgpu/../display/amdgpu_dm/amdgpu_dm.c:9393 amdgpu_dm_commit_planes+0x18ab/0x1ab0 [amdgpu] 16:26:38 kernel: pkcs8_key_parser ntsync i2c_dev crypto_user dm_mod loop nfnetlink lz4 zram 842_decompress 842_compress lz4hc_compress lz4_compress ip_tables x_tables amdgpu amdxcp i2c_algo_bit drm_ttm_helper ttm drm_exec gpu_sched drm_suballoc_helper video drm_panel_backlight_quirks drm_buddy nvme drm_display_helper nvme_core cec nvme_keyring nvme_auth wmi 16:26:38 kernel: RIP: 0010:amdgpu_dm_commit_planes+0x18ab/0x1ab0 [amdgpu] 16:26:38 kernel: amdgpu_dm_atomic_commit_tail+0xf46/0x3100 [amdgpu eb8de40e1599aed4a5813a119a09fcb59f0f3de2] 16:26:38 kernel: WARNING: CPU: 8 PID: 809 at drivers/gpu/drm/amd/amdgpu/../display/amdgpu_dm/amdgpu_dm.c:8779 amdgpu_dm_commit_planes+0x18b2/0x1ab0 [amdgpu] 16:26:38 kernel: pkcs8_key_parser ntsync i2c_dev crypto_user dm_mod loop nfnetlink lz4 zram 842_decompress 842_compress lz4hc_compress lz4_compress ip_tables x_tables amdgpu amdxcp i2c_algo_bit drm_ttm_helper ttm drm_exec gpu_sched drm_suballoc_helper video drm_panel_backlight_quirks drm_buddy nvme drm_display_helper nvme_core cec nvme_keyring nvme_auth wmi 16:26:38 kernel: RIP: 0010:amdgpu_dm_commit_planes+0x18b2/0x1ab0 [amdgpu] 16:26:38 kernel: amdgpu_dm_atomic_commit_tail+0xf46/0x3100 [amdgpu eb8de40e1599aed4a5813a119a09fcb59f0f3de2]

journalctl -b -1 | grep -i wayland
returns:

16:25:11 kwin_wayland_wrapper[1602]: amdgpu: The CS has cancelled because the context is lost. This context is innocent. 16:25:11 kwin_wayland[1186]: kwin_scene_opengl: 0x3: GL_CONTEXT_LOST in context lost ... previous line repeats a bunch of times... 16:25:11 kwin_wayland[1186]: kwin_scene_opengl: 0x3: GL_CONTEXT_LOST in context lost 16:25:11 kwin_wayland[1186]: kwin_scene_opengl: A graphics reset not attributable to the current GL context occurred. 16:25:11 kwin_wayland[1186]: kwin_scene_opengl: 0x3: GL_CONTEXT_LOST in context lost ... previous line repeats a bunch of times... 16:25:11 kwin_wayland[1186]: kwin_scene_opengl: 0x3: GL_CONTEXT_LOST in context lost 16:25:11 systemd-coredump[28578]: Process 1602 (Xwayland) of user 1000 terminated abnormally with signal 6/ABRT, processing... 16:25:11 kwin_wayland[1186]: kwin_scene_opengl: 0x3: GL_CONTEXT_LOST in context lost ... previous line repeats a bunch of times... 16:25:11 kwin_wayland[1186]: kwin_scene_opengl: 0x3: GL_CONTEXT_LOST in context lost 16:25:11 kwin_wayland[1186]: BlurConfig::instance called after the first use - ignoring 16:25:11 systemd-coredump[28583]: Process 1602 (Xwayland) of user 1000 dumped core. #6 0x000055c30ad6b674 n/a (/usr/bin/Xwayland + 0x58674) #7 0x000055c30ade81e6 n/a (/usr/bin/Xwayland + 0xd51e6) #8 0x000055c30ad33ec5 n/a (/usr/bin/Xwayland + 0x20ec5) #11 0x000055c30ad366f5 n/a (/usr/bin/Xwayland + 0x236f5) 16:25:11 kwin_wayland[1186]: KscreenConfig::instance called after the first use - ignoring 16:25:11 kwin_wayland[1186]: OverviewConfig::instance called after the first use - ignoring 16:25:11 kwin_wayland[1186]: ShakeCursorConfig::instance called after the first use - ignoring 16:25:11 kwin_wayland[1186]: SlidingPopupsConfig::instance called after the first use - ignoring 16:25:11 kwin_wayland[1186]: WindowViewConfig::instance called after the first use - ignoring 16:25:11 kwin_wayland[1186]: ZoomConfig::instance called after the first use - ignoring 16:25:11 kwin_wayland[1186]: kwin_xwl: The X11 connection broke (error 1) #11 0x00007fe988565b33 n/a (glfw-wayland.so + 0x32b33) #12 0x00007fe98853bc68 glfwRunMainLoop (glfw-wayland.so + 0x8c68) 16:25:11 kwin_wayland[1186]: kwin_scene_opengl: Could not delete render time query because no context is current 16:25:11 kwin_wayland_wrapper[28649]: The XKEYBOARD keymap compiler (xkbcomp) reports: 16:25:11 kwin_wayland_wrapper[28649]: > Warning: Could not resolve keysym XF86RefreshRateToggle 16:25:11 kwin_wayland_wrapper[28649]: > Warning: Could not resolve keysym XF86Accessibility 16:25:11 kwin_wayland_wrapper[28649]: > Warning: Could not resolve keysym XF86DoNotDisturb 16:25:11 kwin_wayland_wrapper[28649]: Errors from xkbcomp are not fatal to the X server 16:25:11 kwin_wayland_wrapper[28654]: The XKEYBOARD keymap compiler (xkbcomp) reports: 16:25:11 kwin_wayland_wrapper[28654]: > Warning: Unsupported maximum keycode 708, clipping. 16:25:11 kwin_wayland_wrapper[28654]: > X11 cannot support keycodes above 255. 16:25:11 kwin_wayland_wrapper[28654]: > Warning: Could not resolve keysym XF86RefreshRateToggle 16:25:11 kwin_wayland_wrapper[28654]: > Warning: Could not resolve keysym XF86Accessibility 16:25:11 kwin_wayland_wrapper[28654]: > Warning: Could not resolve keysym XF86DoNotDisturb 16:25:11 kwin_wayland_wrapper[28654]: Errors from xkbcomp are not fatal to the X server 16:25:12 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:25:12 kwin_wayland[1186]: kwin_wayland_drm: Please report this at https://gitlab.freedesktop.org/drm/amd/-/issues 16:25:12 kwin_wayland[1186]: kwin_wayland_drm: With the output of 'sudo dmesg' and 'journalctl --user-unit plasma-kwin_wayland --boot 0' 16:25:12 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:25:12 kwin_wayland[1186]: kwin_wayland_drm: Please report this at https://gitlab.freedesktop.org/drm/amd/-/issues 16:25:12 kwin_wayland[1186]: kwin_wayland_drm: With the output of 'sudo dmesg' and 'journalctl --user-unit plasma-kwin_wayland --boot 0' #3 0x00007fe0ea6b43be n/a (libQt6WaylandClient.so.6 + 0x653be) #3 0x00007fe0ea6b43be n/a (libQt6WaylandClient.so.6 + 0x653be) #12 0x00007fe0e97fa66a _ZN15QtWaylandClient17QWaylandGLContext11swapBuffersEP16QPlatformSurface (libQt6WaylandEglClientHwIntegration.so.6 + 0xa66a) 16:25:13 kwin_wayland[1186]: kwin_wayland_drm: Pageflip arrived after all, 1316ms after the commit 16:25:13 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:25:13 kwin_wayland[1186]: kwin_wayland_drm: Please report this at https://gitlab.freedesktop.org/drm/amd/-/issues 16:25:13 kwin_wayland[1186]: kwin_wayland_drm: With the output of 'sudo dmesg' and 'journalctl --user-unit plasma-kwin_wayland --boot 0' ... previous line repeats a bunch of times... 16:25:15 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:25:15 kwin_wayland[1186]: kwin_wayland_drm: Please report this at https://gitlab.freedesktop.org/drm/amd/-/issues 16:25:15 kwin_wayland[1186]: kwin_wayland_drm: With the output of 'sudo dmesg' and 'journalctl --user-unit plasma-kwin_wayland --boot 0' 16:25:15 kwin_wayland[1186]: kwin_wayland_drm: Pageflip arrived after all, 3644ms after the commit 16:25:15 kwin_wayland[1186]: kwin_wayland_drm: Pageflip arrived after all, 2502ms after the commit #3 0x00007f1caa2ce3be n/a (libQt6WaylandClient.so.6 + 0x653be) #9 0x00007f1ca2e185fe _ZN15QtWaylandClient17QWaylandGLContext11swapBuffersEP16QPlatformSurface (libQt6WaylandEglClientHwIntegration.so.6 + 0xa5fe) #3 0x00007f1caa2ce3be n/a (libQt6WaylandClient.so.6 + 0x653be) 16:25:20 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:25:20 kwin_wayland[1186]: kwin_wayland_drm: Please report this at https://gitlab.freedesktop.org/drm/amd/-/issues 16:25:20 kwin_wayland[1186]: kwin_wayland_drm: With the output of 'sudo dmesg' and 'journalctl --user-unit plasma-kwin_wayland --boot 0' 16:25:20 kwin_wayland[1186]: kwin_wayland_drm: Pageflip arrived after all, 1237ms after the commit ... previous line repeats a LOT... 16:29:37 sddm[889]: Auth: sddm-helper (--socket /tmp/sddm-auth-a07f5d7b-c934-4141-9c48-81f254eac4ac --id 1 --start /usr/lib/plasma-dbus-run-session-if-needed /usr/bin/startplasma-wayland --user --autologin) crashed (exit code 1) 16:29:38 kwin_wayland[1186]: kwin_wayland_drm: Pageflip timed out! This is a bug in the amdgpu kernel driver 16:29:38 kwin_wayland[1186]: kwin_wayland_drm: Please report this at https://gitlab.freedesktop.org/drm/amd/-/issues 16:29:38 kwin_wayland[1186]: kwin_wayland_drm: With the output of 'sudo dmesg' and 'journalctl --user-unit plasma-kwin_wayland --boot 0' ... previous line repeats a bunch of times...

sudo dmesg | grep amdgpu
returns:

[ 6.119453] [drm] amdgpu kernel modesetting enabled. [ 6.131397] amdgpu: Virtual CRAT table created for CPU [ 6.131418] amdgpu: Topology: Add CPU node [ 6.131530] amdgpu 0000:0b:00.0: enabling device (0006 -> 0007) [ 6.135472] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 0 <soc24_common> [ 6.135475] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 1 <gmc_v12_0> [ 6.135477] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 2 <ih_v7_0> [ 6.135479] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 3 <psp> [ 6.135481] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 4 <smu> [ 6.135483] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 5 <dm> [ 6.135485] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 6 <gfx_v12_0> [ 6.135487] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 7 <sdma_v7_0> [ 6.135489] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 8 <vcn_v5_0_0> [ 6.135491] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 9 <jpeg_v5_0_0> [ 6.135493] amdgpu 0000:0b:00.0: amdgpu: detected ip block number 10 <mes_v12_0> [ 6.135508] amdgpu 0000:0b:00.0: amdgpu: Fetched VBIOS from VFCT [ 6.135511] amdgpu: ATOM BIOS: 113-48XC6SHD1-P02 [ 6.153935] amdgpu 0000:0b:00.0: vgaarb: deactivate vga console [ 6.153938] amdgpu 0000:0b:00.0: amdgpu: Trusted Memory Zone (TMZ) feature not supported [ 6.153960] amdgpu 0000:0b:00.0: amdgpu: MEM ECC is not presented. [ 6.153962] amdgpu 0000:0b:00.0: amdgpu: SRAM ECC is not presented. [ 6.153980] amdgpu 0000:0b:00.0: amdgpu: VRAM: 16304M 0x0000008000000000 - 0x00000083FAFFFFFF (16304M used) [ 6.153983] amdgpu 0000:0b:00.0: amdgpu: GART: 512M 0x0000000000000000 - 0x000000001FFFFFFF [ 6.154198] [drm] amdgpu: 16304M of VRAM memory ready [ 6.154202] [drm] amdgpu: 16003M of GTT memory ready. [ 6.154292] amdgpu 0000:0b:00.0: amdgpu: PCIE GART of 512M enabled (table at 0x00000083DAB00000). [ 6.155220] amdgpu 0000:0b:00.0: amdgpu: Found VCN firmware Version ENC: 1.7 DEC: 9 VEP: 0 Revision: 49 [ 6.387663] amdgpu 0000:0b:00.0: amdgpu: RAP: optional rap ta ucode is not available [ 6.387666] amdgpu 0000:0b:00.0: amdgpu: SECUREDISPLAY: securedisplay ta ucode is not available [ 6.387710] amdgpu 0000:0b:00.0: amdgpu: smu driver if version = 0x0000002e, smu fw if version = 0x00000032, smu fw program = 0, smu fw version = 0x00684600 (104.70.0) [ 6.387713] amdgpu 0000:0b:00.0: amdgpu: SMU driver if version not matched [ 6.412902] amdgpu 0000:0b:00.0: amdgpu: SMU is initialized successfully! [ 6.966956] amdgpu 0000:0b:00.0: amdgpu: program CP_MES_CNTL : 0x4000000 [ 6.966961] amdgpu 0000:0b:00.0: amdgpu: program CP_MES_CNTL : 0xc000000 [ 7.047843] amdgpu: HMM registered 16304MB device memory [ 7.049296] kfd kfd: amdgpu: Allocated 3969056 bytes on gart [ 7.049310] kfd kfd: amdgpu: Total number of KFD nodes to be created: 1 [ 7.049353] amdgpu: Virtual CRAT table created for GPU [ 7.049620] amdgpu: Topology: Add dGPU node [0x7550:0x1002] [ 7.049623] kfd kfd: amdgpu: added device 1002:7550 [ 7.049632] amdgpu 0000:0b:00.0: amdgpu: SE 4, SH per SE 2, CU per SH 8, active_cu_number 64 [ 7.049636] amdgpu 0000:0b:00.0: amdgpu: ring gfx_0.0.0 uses VM inv eng 0 on hub 0 [ 7.049639] amdgpu 0000:0b:00.0: amdgpu: ring comp_1.0.0 uses VM inv eng 1 on hub 0 [ 7.049640] amdgpu 0000:0b:00.0: amdgpu: ring comp_1.1.0 uses VM inv eng 4 on hub 0 [ 7.049642] amdgpu 0000:0b:00.0: amdgpu: ring comp_1.0.1 uses VM inv eng 6 on hub 0 [ 7.049644] amdgpu 0000:0b:00.0: amdgpu: ring comp_1.1.1 uses VM inv eng 7 on hub 0 [ 7.049646] amdgpu 0000:0b:00.0: amdgpu: ring sdma0 uses VM inv eng 8 on hub 0 [ 7.049648] amdgpu 0000:0b:00.0: amdgpu: ring sdma1 uses VM inv eng 9 on hub 0 [ 7.049650] amdgpu 0000:0b:00.0: amdgpu: ring vcn_unified_0 uses VM inv eng 0 on hub 8 [ 7.049651] amdgpu 0000:0b:00.0: amdgpu: ring jpeg_dec uses VM inv eng 1 on hub 8 [ 7.056413] amdgpu 0000:0b:00.0: amdgpu: Using BACO for runtime pm [ 7.056953] amdgpu 0000:0b:00.0: [drm] Registered 4 planes with drm panic [ 7.056955] [drm] Initialized amdgpu 3.63.0 for 0000:0b:00.0 on minor 0 [ 7.108948] fbcon: amdgpudrmfb (fb0) is primary device [ 7.561325] amdgpu 0000:0b:00.0: [drm] fb0: amdgpudrmfb frame buffer device [ 8.834613] snd_hda_intel 0000:0b:00.1: bound 0000:0b:00.0 (ops amdgpu_dm_audio_component_bind_ops [amdgpu]) [ 388.986806] [drm:gfx_v12_0_bad_op_irq [amdgpu]] *ERROR* Illegal opcode in command stream [ 388.987262] amdgpu 0000:0b:00.0: amdgpu: Dumping IP State [ 388.988358] amdgpu 0000:0b:00.0: amdgpu: Dumping IP State Completed [ 388.988424] amdgpu 0000:0b:00.0: amdgpu: [drm] AMDGPU device coredump file has been created [ 388.988426] amdgpu 0000:0b:00.0: amdgpu: [drm] Check your /sys/class/drm/card0/device/devcoredump/data [ 388.998433] amdgpu 0000:0b:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=1038457, emitted seq=1038460 [ 388.998441] amdgpu 0000:0b:00.0: amdgpu: Process information: process main pid 6673 thread vkd3d_queue pid 6862 [ 388.998444] amdgpu 0000:0b:00.0: amdgpu: Starting gfx_0.0.0 ring reset [ 388.998545] amdgpu 0000:0b:00.0: amdgpu: Ring gfx_0.0.0 reset succeeded [ 388.998548] amdgpu 0000:0b:00.0: [drm] device wedged, but recovered through reset

Can I do something about this?
or do I need to wait even more for a better mesa driver?

submitted by /u/Sziho
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From Windows to Linux

Reddit Linux_Gaming - vor 3 Stunden 40 Minuten

I'm tired of Microsoft constantly pushing certain things on us. I've been hearing that Linux games have been improving lately. BazziteOS and SteamOS look really good. As an NVIDIA GPU laptop user, do you think it makes sense to switch? Which operating system would you recommend?

submitted by /u/Egge35
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