Other News about gaming on Linux

new issue with Aspyr Civ 5 on Mint 22.2

Reddit Linux_Gaming - 1 Nov 2025 - 10:02am

Hello. I solved my last issue. I found that setting the desktop to scale to 200% made everything line up correctly.

However, I have a new issue. If I am in game and I try to exit to the menu, or load a save, Civ 5 just closes. Not right away, but after a few seconds.

Unfortunately, this means that some of the settings I change in game are not saving because it's not shutting down properly.

submitted by /u/DushkuHS
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DRM-free games/game launcher suits linux model more

Reddit Linux_Gaming - 1 Nov 2025 - 8:48am

Game launchers like GOG suits more to Linux open-source mode, free of all the locked-out DRM software bundles and they just run without all the software disturbances.

Yes, Steam has DRM-free games too but isn't quite DRM free, could be wrong though here.

submitted by /u/Parking-Suggestion97
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Insurgency 2 (2014): 9950X + 7900XTX, Linux: CachyOS, Proton CachyOS

Reddit Linux_Gaming - 1 Nov 2025 - 8:20am

So, I wanted to share this video

On Windows I can never get GPU usage to be reliably high for this game

It's not an issue with my GPU or CPU, it's just how Windows scheduler is written, as well as interactions between the game and DirectX and Vulkan

Linux CachyOS and Linux Mint both run the game imo flawlessly, compared to Windows 11

I just wish more people still played the original Insurgency, there is still 1 server that is almost always populated it's called something like "Classic Insurgency" and it usually picks up during middle of the day in USA.

I really like Sandstorm too, but original Insurgency just plays so good, and it's super responsive. The beauty of Source Engine is not lost on me

If you buy the game on Steam, just use Proton and you are good to go.

If you are on Windows, and game doesn't launch, then find a game file Insurgency64.exe in Steam Common folder and you can play it.

But, the fact that the game plays so well is only a nod of approval for Linux in my book.

submitted by /u/CanItRunCrysisIn2052
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Huge favor from people with 6600XT and Guardians of the Galaxy on Epic....last try before giving up 😅

Reddit Linux_Gaming - 1 Nov 2025 - 7:22am

Anyone with 6600XT and has Guardians of the Galaxy on Epic?
Can you please try playing the game and see if the game performs well on your PC?

I'm using Nobara HTPC edition and for me, it's very slow most of the time. I can make it playable for a bit if I set it to 1080p but after playing a while, it'll slowdown again until I restart the game. It seemed to me that VRAM gets full which causes this. On Windows, this wasn't an issue although the game may slowdown similarly when I enter photo mode. I'm playing it via Heroic launcher.

I've already finished the game but I really want to play new game plus on Linux. But I'm losing hope and this will be my last effort to try to fix this. I've already tried many things and it seems like I'm the only one 😅 I just want to confirm that it's possible to play it well, maybe I can try another distro or something.

submitted by /u/rizsamron
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Is NTFS format not compatible?

Reddit Linux_Gaming - 1 Nov 2025 - 7:03am

I have a seagate extended hard drive that I loaded games onto and then used lutris to launch the game but it goes on infinite loading to launch game. If I move that game into my main drive (SSD) it loads perfectly.

This isn't an issue with my hdd because I could perfectly launch games on windows.

EDIT: So NTFS is NOT recommended on Linux, changed it to exFAT (there wasn't any other options)

submitted by /u/SweatyConference2545
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Running and streaming Duet Night Abyss on Linux: read this if OBS is causing lag

Reddit Linux_Gaming - 1 Nov 2025 - 5:52am

How I got the game, and the game capture, working without issue.

submitted by /u/sskg
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Is it true that Mesa Git has way better RT performance than current stable Mesa?

Reddit Linux_Gaming - 1 Nov 2025 - 5:08am

I have been trying to corroborate this but no clue about it. I have Bazzite so installing Mesa Git would be a mess. I am curious on how much (if) enhancement has been done in RT performance

submitted by /u/Joker28CR
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3D Games not Working on Linux (Mint Cinnamon 22.2)

Reddit Linux_Gaming - 1 Nov 2025 - 4:38am

Guys, the past days I've been trying to game on my Linux Mint notebook. It was Windows 11 previously and i could play those games very easily. The problems only happened in 3D games. All my drivers are updated (i have AMD processor with integrated graphic card), and i don't know what it could be.

I tried Stardew Valley, Don't Starve Together and Slay the Spire via Steam and all of them worked just fine, perfectly actually. When i tried to play Civilization VI and Hearts of Iron IV, they worked well on the initial menu, but when starting the game (or the 3D part of the game) it either just close the game (HOI4) or it crashes my entire PC (CIV). I tried looking at ProtonDB and testing different Steam Proton Versions but with no positive result.

The only way that i managed to play HOI4 was forcing the game to launch via OpenGL through the game launcher instead of using DX11 or 12, and it worked perfectly, i could play exactly like in windows. So i think the problem is making DirectX work.

Here is my Termbin link: https://termbin.com/jwxt

submitted by /u/pecorinosocks
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I'm having a crashing problem at the start of R.E.P.O.

Reddit Linux_Gaming - 1 Nov 2025 - 3:07am

When i click on steam to start playing the game a unity screen appears and after loading the entire bar this screen closes and the game crashes (without even starting or showing up)! How can i fix that?

I dont have a log folder in my .config to see what was the error that causes the crash.

https://preview.redd.it/74z4m03xzjyf1.png?width=459&format=png&auto=webp&s=b6ce0786b7e113e2101b421b691e241ead45f40d

submitted by /u/Capable-Republic-390
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FIX: Audio Crackles and Bugs out in Proton-based games and other games utilizing pipewire-pulse on Intel Chips (xruns)

Reddit Linux_Gaming - 1 Nov 2025 - 2:23am

I have been sitting on this for about 5 hours now, and after many misguided approaches, I finally found the solution to my problem and feel as if this should be more readily available for new people who might run into the same issue.

First off, I'd like to describe the issue I was (and you are likely) facing:
Whenever I played games using proton, my audio was garbled. Some games had it less predictable, i. e. KovaaK's, which would randomly blast distortion into my ear canals every few minutes when it felt like it. Other games were more predictable.

My savior in this case was Dispatch, I was able to recreate the Issue Every single time I pressed Esc.

!!!Before you try to follow this guide, ensure you are in the same or similar situation as I was. You shouldn't have to follow 3 different forum posts and end up with 3 new changes to .conf files and no solution found!!!

The situation at hand was:

  • I was experiencing xruns, which overwhelmed my cpu and caused garbled audio
    • To Check if you're experiencing xruns, try to recreate the issue (like playing Dispatch and pressing Esc) whilst running pw-top on your Terminal! If one of your Outputs or modules in your filter chains report a number higher than zero in the "ERR" Tab, then an xrun has occurred.
  • I am on an Intel CPU, namely one with E-Cores and P-Cores. This is important.
  • I had already done some things like set my rtprio limit to 95 (To verify use ulimit -r) and my pipewire worker thread were running with realtime priority.
    • To Check if your workers are running with rt priority, open up your terminal and type in ps -eLo rtprio,psr,cmd | grep pipewire. What should return is something like:
    • - 0 /usr/bin/pipewire
    • 95 0 /usr/bin/pipewire
    • - 2 /usr/bin/pipewire-pulse
    • 95 0 /usr/bin/pipewire-pulse
    • - 14 grep --color=auto pipewire
    • The Dashes mean the thread is not running in realtime mode. The number 95 (Or any number for that matter) means the thread is running in realtime mode.

I'd count all the following things as soft-requirements as I think these issues could still surface for people without them present:

  • I was and still am using a filter chain on my Pipewire setup, namely a VSS-HeSuVi module and a Spatializer module. Both .confs are included in the linked wiki article.
  • I did not experience these issues on native games like CS2 or Minecraft. Minecraft had its own audio issues, but these went away after I upped my ulimit -r to 95.
  • My Kernel version is 6.17.5-arch1-1 with Kde Plasma 6.5.1.
  • I'm Using the Proton Experimental version from 01-11-2025.

Why this issue is happening:

The CPU is overwhelmed by the amount of processing power required to convert the audio from my game (Dispatch) to my sofa-spatializer sound, to virtual surround sound and back to normal stereo output in realtime.
My theory is that the extra sound that comes from the pause menu popup in my case overran my buffer and thus created the distortion in the audio.

Now, you might think to yourself that modern CPUs like my Intel i5 13400F should be able to handle this. And you're right: The audio isn't distorted on native applications using pipewire without the pulse-compatibility layer.

If we go back to our previous command from above and type in ps -eLo rtprio,psr,cmd | grep pipewire, we see that there is another number next to our rtprio, the psr value.

This number tells us which thread the task is running on. On my output you see the worker threads are both running on thread 0, which means the first thread of my P-Core.

If you type this command in on your own machine and there is a number like 12 or 9 you have your workers running on either your Hyperthreads which are slower than your P-Threads or your E-Threads which are the worst of the lot. Your Threads have less processing power the higher your thread number is, where in my case thread 0-5 are my full performance P-Threads, threads 6-11 are my Hyperthreads and my threads 12-15 are my E-Threads. Your lower performance threads cannot handle the workload they're subjected to, so to fix this issue you have to pin these workers to your P-Threads.

How to fix the issue

I wouldn't recommend skipping to this step without reading the rest so you can understand why this issue happens in the first place, but to fix the issue we need to pin our pipewire worker threads to our designated Performance Cores.

Also, if you haven't already, make sure to do all your changes in ~/.config/pipewire/ instead of /usr/share/pipewire. It's cleaner and safer.

To achieve this, you need to edit the .service files for pipewire-pulse (and pipewire to ensure this won't happen on games using pipewire). Open your terminal and enter:

systemctl --user edit pipewire.service

This will open up a Buffer file that should look like this:

### Editing ~/.config/systemd/user/pipewire.service.d/override.conf ### Anything between here and the comment below will become the contents of the drop-in file ### Edits below this comment will be discarded ### /usr/lib/systemd/user/pipewire.service # [Unit] # Description=PipeWire Multimedia Service # # # We require pipewire.socket to be active before starting the daemon, because # # while it is possible to use the service without the socket, it is not clear # # why it would be desirable. # # # # A user installing pipewire and doing `systemctl --user start pipewire` # # will not get the socket started, which might be confusing and problematic if # # the server is to be restarted later on, as the client autospawn feature # # might kick in. Also, a start of the socket unit will fail, adding to the # # confusion. # # # # After=pipewire.socket is not needed, as it is already implicit in the # # socket-service relationship, see systemd.socket(5). # Requires=pipewire.socket dbus.service # ConditionUser=!root # # [Service] # LockPersonality=yes # MemoryDenyWriteExecute=yes # NoNewPrivileges=yes # SystemCallArchitectures=native # SystemCallFilter=@system-service mincore # Type=simple # ExecStart=/usr/bin/pipewire # Restart=on-failure # Slice=session.slice # # [Install] # Also=pipewire.socket # WantedBy=default.target

In the designated area, enter the following lines:

[Service] CPUAffinity=0-5

The maximum number of 5 is set for my intel i5. On Chips with more or less P-Cores, this number will differ and you'll have to change it yourself.

Repeat this step with both services (pipewire and pipewire-pulse) to ensure this issue doesn't occur on any software using either.

I recommend rebooting to make sure these changes apply properly!

This isn't everything. To fully get rid of the xruns, you will also have to adjust your buffer quantum sizes. For me, leaving the default quantum in pipewire.conf as is was fine and I had to change my quantum size in pipewire-pulse.conf from 128 to 384. That truly got rid of the issue. If you're still experiencing the issue with a quantum of 384, try setting it to 96000 and see if the issue still persists. If it doesn't, then quantum sizes are not the cause. MAKE SURE TO RESTART YOUR DRIVERS AFTER EVERY CHANGE TO THE QUANTUM SIZES!
systemctl --user restart wireplumber pipewire pipewire-pulse
To minimize latency, try to find the lowest quantum size possible that doesn't cause xruns, however were talking about tenths of milliseconds here.

I am NOT an expert on linux systems. If there is a more elegant fix for this feel free to tell me.

submitted by /u/elyr1um
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Linux fixed my unsolvable shader stutters

Reddit Linux_Gaming - 1 Nov 2025 - 1:45am

Just to start off I've pretty much always been a windows user and never even thought of using Linux because I thought it would be "too hard" or "too much work". I have an AMD gpu and I've kinda always had these shader stutters that just wouldn't go away and would make gaming frustrating. I could minimize them or make them less frequent but they were always there. I would spend hours trying to find a new fix or something to get it to go away, I ended up reinstalling windows 10 probably 4-5 times and even "upgraded" to windows 11 even tho I hated it. I would pretty much always have issues with games. Games like Elden ring, Sea of Thieves, and Borderlands 3 were the worst. I have around 200-300 hours on Elden Ring and 100-150 on Sea of Thieves and around 10-20 on Borderlands 3 because it was just so unplayable. I really enjoyed these games but just couldn't fix these annoying stutters and just tried to get used to it. It wasn't until I decided to be ballsy and just say f*** it and put arch linux on a usb drive and tell myself to figure it out (had no idea what i was doing so i watched a video). At first I thought everything felt snappy just because its a fresh installation of an OS, but as I kept installing more and more programs I was amazed at how snappy everything remained. I then decided to install a few games and decided to start off with Sea of Thieves. I genuinely thought my game was bugged when mangohud said I had 240 fps on max settings with like 90% gpu usage and 5-10% cpu usage. I genuinely believed something had to be wrong with my game because I have never seen that high of a number in that game. After multiple windows installations and resets I never saw frames that high in Sea of Thieves, the most fps I've gotten in that game is like 120. Then I walked around and I did not encounter a SINGLE stutter. Not one single stutter. I thought that maybe they fixed the game so I reinstalled Elden Ring and Borderlands 3. Elden Ring also ran flawlessy. My 7900xtx was crusing at like 30-40% usage max settings (no ray tracing) without a single stutter. I also booted up Borderlands 3 which is known for very bad optimization and that game ran surprisingly well. I saw a few stutters here and there but it was NOTHING compared to what it used to run like. This whole Linux gaming experience has been wonderful and I look forward to playing more games on Linux. After experiencing Linux for the past week or so I'm confident to say I never want to go back to windows. Seeing sub 10% cpu usage on games and knowin that my computer Isn't running random bullshit in the background to cause my games to lag is amazing. Also i noticed my CPU runs cooler since there's basically nothing running in the background.

TL;DR

I've always been a windows user and experience lots of shader stutters and unexplainable stutters in games so I made a ballsy move and switched to Linux Arch for my first time using Linux and it fixed all my stutters in games and even got fps boosts.

submitted by /u/Best-Mix-8037
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Lunar Client 1.8.9 on Kubuntu: scroll hotbar skips slots only in game

Reddit Linux_Gaming - 1 Nov 2025 - 1:00am

Hi everyone, I'm having a very strange problem on Linux (Kubuntu) with Minecraft 1.8.9 using Lunar Client. • Problem: when I use the mouse wheel in games (PvP, Bedwars etc.) the hotbar scroll jumps multiple slots (e.g. from slot 1 to slot 5) instead of moving one at a time. • Important note: it only happens in the game, in the lobby or in the main menu the scroll works normally. • Other details: • I tried the same client on Windows and Pop!_OS, and everything works fine there. • It's not a mouse sensitivity problem, the problem is actually moving the hotbar slots. • I'm using a wired mouse and the session is on X11.

Has anyone encountered this behavior on Linux before? Are there workarounds or specific settings in Lunar Client or 1.8.9 to fix this?

Thanks in advance!

submitted by /u/tombino104
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Amdgpu crashing while playing a game, what should I do about it?

Reddit Linux_Gaming - 1 Nov 2025 - 12:35am

I've had a crashing issue on Call of Duty Black Ops 3 for a long time and cities skylines 2 just crashed the amdgpu driver too now.

I also had Call of Duty Black Ops 3 crashing amdgpu on Fedora 42, I switched to CachyOS and the issue disappeared for a while but came back.

Call of Duty Black Ops 3 crashing is completely reproducible on both Fedora and CachyOS and also happens on my laptop, all I have to do is open it and stay on the main menu until it eventually crashes, this can take a few to 10+ minutes. Sometimes KDE Plasma completely crashes instead, there's nothing new in dmesg and I have to restart plasma using tty.

Is this a mesa or amdgpu issue? what can I do about it?

my System: Operating System: CachyOS Linux KDE Plasma Version: 6.5.0 KDE Frameworks Version: 6.19.0 Qt Version: 6.10.0 Kernel Version: 6.17.4-4-cachyos (64-bit) Graphics Platform: Wayland Processors: 16 × AMD Ryzen 7 9800X3D 8-Core Processor Memory: 32 GiB of RAM (31.0 GiB usable) Graphics Processor: AMD Radeon RX 9070 XT Manufacturer: Gigabyte Technology Co., Ltd. Product Name: B650 EAGLE AX System Version: Default string-CF

Call of Duty Black Ops 3 dmesg -k -w output: ``` [ 499.736177] amdgpu 0000:03:00.0: amdgpu: Dumping IP State [ 499.736980] amdgpu 0000:03:00.0: amdgpu: Dumping IP State Completed [ 499.737030] amdgpu 0000:03:00.0: amdgpu: [drm] AMDGPU device coredump file has been created [ 499.737031] amdgpu 0000:03:00.0: amdgpu: [drm] Check your /sys/class/drm/card1/device/devcoredump/data [ 499.737032] amdgpu 0000:03:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=148732, emitted seq=148734 [ 499.737034] amdgpu 0000:03:00.0: amdgpu: Process Main pid 14821 thread dxvk-submit pid 15280 [ 499.737035] amdgpu 0000:03:00.0: amdgpu: Starting gfx_0.0.0 ring reset [ 501.959403] amdgpu 0000:03:00.0: amdgpu: Ring gfx_0.0.0 reset failed [ 501.959408] amdgpu 0000:03:00.0: amdgpu: GPU reset begin! [ 504.327933] [drm:gfx_v12_0_hw_fini.llvm.12925716845025316989 [amdgpu]] ERROR failed to halt cp gfx [ 504.355607] amdgpu 0000:03:00.0: amdgpu: MODE1 reset [ 504.355609] amdgpu 0000:03:00.0: amdgpu: GPU mode1 reset [ 504.355658] amdgpu 0000:03:00.0: amdgpu: GPU smu mode1 reset [ 505.367179] amdgpu 0000:03:00.0: amdgpu: GPU reset succeeded, trying to resume [ 505.367246] amdgpu 0000:03:00.0: amdgpu: PCIE GART of 512M enabled (table at 0x00000083DAB00000). [ 505.367273] amdgpu 0000:03:00.0: amdgpu: VRAM is lost due to GPU reset! [ 505.367274] amdgpu 0000:03:00.0: amdgpu: PSP is resuming... [ 505.606402] amdgpu 0000:03:00.0: amdgpu: RAP: optional rap ta ucode is not available [ 505.606404] amdgpu 0000:03:00.0: amdgpu: SECUREDISPLAY: optional securedisplay ta ucode is not available [ 505.606407] amdgpu 0000:03:00.0: amdgpu: SMU is resuming... [ 505.606409] amdgpu 0000:03:00.0: amdgpu: smu driver if version = 0x0000002e, smu fw if version = 0x00000032, smu fw program = 0, smu fw version = 0x00684a00 (104.74.0) [ 505.606411] amdgpu 0000:03:00.0: amdgpu: SMU driver if version not matched [ 505.672281] amdgpu 0000:03:00.0: amdgpu: SMU is resumed successfully! [ 505.672481] amdgpu 0000:03:00.0: amdgpu: program CP_MES_CNTL : 0x4000000 [ 505.672484] amdgpu 0000:03:00.0: amdgpu: program CP_MES_CNTL : 0xc000000 [ 505.680875] amdgpu 0000:03:00.0: amdgpu: [drm] DMUB hardware initialized: version=0x0A000400 [ 505.837194] amdgpu 0000:03:00.0: amdgpu: ring gfx_0.0.0 uses VM inv eng 0 on hub 0 [ 505.837197] amdgpu 0000:03:00.0: amdgpu: ring comp_1.0.0 uses VM inv eng 1 on hub 0 [ 505.837198] amdgpu 0000:03:00.0: amdgpu: ring comp_1.1.0 uses VM inv eng 4 on hub 0 [ 505.837198] amdgpu 0000:03:00.0: amdgpu: ring comp_1.0.1 uses VM inv eng 6 on hub 0 [ 505.837199] amdgpu 0000:03:00.0: amdgpu: ring comp_1.1.1 uses VM inv eng 7 on hub 0 [ 505.837199] amdgpu 0000:03:00.0: amdgpu: ring sdma0 uses VM inv eng 8 on hub 0 [ 505.837200] amdgpu 0000:03:00.0: amdgpu: ring sdma1 uses VM inv eng 9 on hub 0 [ 505.837200] amdgpu 0000:03:00.0: amdgpu: ring vcn_unified_0 uses VM inv eng 0 on hub 8 [ 505.837200] amdgpu 0000:03:00.0: amdgpu: ring jpeg_dec uses VM inv eng 1 on hub 8 [ 505.844132] amdgpu 0000:03:00.0: amdgpu: GPU reset(1) succeeded! [ 505.844757] [drm:amdgpu_cs_ioctl [amdgpu]] ERROR Failed to initialize parser -125! [ 505.851463] browser 4 :cs0[3579]: segfault at 0 ip 000055697c70a807 sp 00007f5fd81fea00 error 6 in firefox[89807,55697c6a4000+9d000] likely on CPU 5 (core 5, socket 0) [ 505.851469] Code: 03 00 48 89 fb 49 8b 36 ff 15 1d 87 03 00 49 8b 36 bf 0a 00 00 00 ff 15 9f 87 03 00 48 89 1d 88 c1 03 00 31 c0 b9 23 00 00 00 <48> 89 08 e8 fd 86 fc ff cc f3 0f 1e fa 48 83 ec 38 c5 fc 10 05 52 [ 505.858345] amdgpu 0000:03:00.0: [drm] device wedged, but recovered through reset

```

\ Cities Skylines 2 dmesg -k -w output: `` [ 38.604026] nvme nvme0: using unchecked data buffer [ 39.374080] warning:kdeconnectd' uses wireless extensions which will stop working for Wi-Fi 7 hardware; use nl80211 [ 41.071199] /proc/cgroups lists only v1 controllers, use cgroup.controllers of root cgroup for v2 info [ 3803.034632] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034638] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034640] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3803.034641] amdgpu 0000:03:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x0020153B [ 3803.034642] amdgpu 0000:03:00.0: amdgpu: Faulty UTCL2 client ID: SQC (data) (0xa) [ 3803.034643] amdgpu 0000:03:00.0: amdgpu: MORE_FAULTS: 0x1 [ 3803.034644] amdgpu 0000:03:00.0: amdgpu: WALKER_ERROR: 0x5 [ 3803.034644] amdgpu 0000:03:00.0: amdgpu: PERMISSION_FAULTS: 0x3 [ 3803.034645] amdgpu 0000:03:00.0: amdgpu: MAPPING_ERROR: 0x1 [ 3803.034645] amdgpu 0000:03:00.0: amdgpu: RW: 0x0 [ 3803.034649] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034650] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034651] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3803.034654] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034654] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034655] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3803.034658] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034659] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034659] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3803.034662] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034663] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034663] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3803.034666] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034667] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034667] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3803.034670] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034671] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034671] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3803.034674] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034675] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034675] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3803.034679] amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:157 vmid:2 pasid:32794) [ 3803.034680] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3803.034680] amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x00008000021fc000 from client 10 [ 3813.357184] amdgpu 0000:03:00.0: amdgpu: Dumping IP State [ 3813.357965] amdgpu 0000:03:00.0: amdgpu: Dumping IP State Completed [ 3813.358002] amdgpu 0000:03:00.0: amdgpu: [drm] AMDGPU device coredump file has been created [ 3813.358003] amdgpu 0000:03:00.0: amdgpu: [drm] Check your /sys/class/drm/card1/device/devcoredump/data [ 3813.358005] amdgpu 0000:03:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=3124746, emitted seq=3124748 [ 3813.358006] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3813.358007] amdgpu 0000:03:00.0: amdgpu: Starting gfx_0.0.0 ring reset [ 3813.358127] amdgpu 0000:03:00.0: amdgpu: Ring gfx_0.0.0 reset succeeded [ 3813.358128] amdgpu 0000:03:00.0: [drm] device wedged, but recovered through reset [ 3823.597032] amdgpu 0000:03:00.0: amdgpu: Dumping IP State [ 3823.597911] amdgpu 0000:03:00.0: amdgpu: Dumping IP State Completed [ 3823.597921] amdgpu 0000:03:00.0: amdgpu: [drm] AMDGPU device coredump file has been created [ 3823.597922] amdgpu 0000:03:00.0: amdgpu: [drm] Check your /sys/class/drm/card1/device/devcoredump/data [ 3823.597924] amdgpu 0000:03:00.0: amdgpu: ring gfx_0.0.0 timeout, signaled seq=3124747, emitted seq=3124750 [ 3823.597925] amdgpu 0000:03:00.0: amdgpu: Process Cities2.exe pid 7846 thread dxvk-submit pid 7916 [ 3823.597926] amdgpu 0000:03:00.0: amdgpu: Starting gfx_0.0.0 ring reset [ 3823.598024] amdgpu 0000:03:00.0: amdgpu: Ring gfx_0.0.0 reset succeeded [ 3823.598026] amdgpu 0000:03:00.0: [drm] device wedged, but recovered through reset [ 3833.546526] plasmashell[2161]: segfault at 0 ip 00007fda932592a6 sp 00007fff4dd43990 error 4 in libQt6Core.so.6.10.0[4592a6,7fda92e91000+448000] likely on CPU 2 (core 2, socket 0) [ 3833.546534] Code: c4 40 48 89 d8 5b 5d 41 5c 41 5d 41 5e c3 66 0f 1f 44 00 00 44 89 ee 4c 89 f7 e8 e5 30 00 00 48 89 e7 4c 8d 44 24 20 44 89 e1 <4c> 8b 08 48 c7 44 24 20 ff ff ff ff 48 89 c6 48 c7 44 24 28 00 00

```

submitted by /u/Important-Permit-935
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How to get mostly stutter-free Monster Hunter Wilds on Nvidia without recompilation.

Reddit Linux_Gaming - 1 Nov 2025 - 12:01am

NOTE: The TL;DR version is you just need to make a copy of shader.cache2 and name it shader.cache in MHWilds' game directory (where the .exe is). But the steps in the last section, "Automating the process:", will tell you how to make it so you don't have to do this manually every time. WARNING: This does not work for 50-series cards, they are still just borked for this game due to something wrong Nvidia's driver implementation for 50-series on 580.95.05.

The Problem:

So to just get a few things out of the way right away. This is with the current drivers 580.95.05 ('nvidia-open' drivers, although I don't imagine any difference with the fully proprietary ones 'nvidia'). Additionally, I've tested in so many ways with a 50-series GPU and nothing has truly been successful. There are ways to skip the title cutscene and skip into the game, but MANY cutscenes or moments throughout the game can cause the same freeze/crash as the title screen, so it's not really a good solution. To my knowledge, we just have to wait for Nvidia for 50-series, they mucked it up, they'll likely have to fix it.

So this information is mostly around people on any earlier card (40-series and lower). These are the minimal launch args I've used to get the game to have fewer issues (I don't know that any others I've seen do much of anything else to improvement the gameplay experience).

PROTON_ENABLE_WAYLAND=1 VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2

I don't even know that the second argument above (which disables Nvidia Reflex) is necessary anymore, I just used it to prevent any hidden crashes that might occur. The point is just that I don't think you even need very many if any arguments given to the game to fix it's biggest problem, stutter. And for that, the main thing I'm covering is shaders. Because I see everywhere that you just need to delete shaders all of the time (mostly the mesa, VKD3D and the shader.cache2 files). In my experience this is not correct and not necessary. It might be some silliness with how Capcom has managed to handle saving shaders or might just be a Linux only issue (the game might not close properly which might cause the game to miss a step during closing time).

Namely, REngine itself does shader compilation and keeps it in memory the entire time you play. Once the game is closed, it saves the shaders it has compiled (for the game engine ONLY) out to a file -- shader.cache2. This file is what the game uses to determine if it needs to run the pre-compilation step (the screen where you watch a yellow bar slowly increase until it finishes compiling shaders). This is ALL that the file is used for. The game does NOT read this file on boot to load shaders into memory. The file it actually uses is just called shader.cache (no 2 on the end). And this is where I figured out the key to removing stutter from the game without needing to recompile shaders every single run. VKD3D does it's job compiling and re-using shaders for Vulkan, Nvidia does it's job compiling and re-using shaders for your GPU... Monster Hunter Wilds (for one reason or another) is NOT doing it's job properly and saving out shader.cache to use for REngine to know not to attempt to compile shaders again.

The Solution:

So that out of the way. The stutters are solved by first booting the game and letting shader compilation happen (the screen with the yellow bar loading up). Then exit the game and wait for the game to make the shader.cache2 file. In steam just right-click -> Manage -> Browse local files. The shader.cache2 file will have been saved here. Copy this file, and paste a duplicate, renaming it to shader.cache. Once you have both files, reboot the game and done.

Automating the process:

Ideally, you should have a script which will do this work for you at every boot b/c the game may have saved out more shaders next time you play that need to be saved over (overwriting the previous) shader.cache file. So here's that script. This is a bash script.

Make a file (bash file) and put the following in it:

(In the example below, replace the path next to GAME_DIR= with whatever is the path to your game)

# Note, this will be the path to your game install. GAME_DIR="/mnt/Gaming/Games/steamapps/common/MonsterHunterWilds" cd "$GAME_DIR" || { echo "Error: Cannot access $GAME_DIR"; exit 1; } if [[ -f "shader.cache2" ]]; then cp "shader.cache2" "shader.cache" fi

All this does is check if shader.cache2 exists, and if it does, make a copy called shader.cache. Now save that script file <whateverName>.sh somewhere (I put it in the game's directory).

You want that script to run before the game launches, and then launch the game with whatever environment variables you want. You do that in Steam's launch args for Monster Hunter Wilds. Right-click the game name -> Properties And then in General where the Launch Args are put the following:

<absolute path to your script> ; <environment variable args> %command%.

Example from my own launch args:

/mnt/Gaming/Games/steamapps/common/MonsterHunterWilds/mhw-prelaunch.sh ; PROTON_ENABLE_WAYLAND=1 VKD3D_DISABLE_EXTENSIONS=VK_NV_low_latency2 WINEDLLOVERRIDES="dinput8.dll,dstorage.dll,dstoragecore.dll=n,b" %command%

(there is only one space between each argument above and I only used WINEDLLOVERRIDES for mods with REFramework). NOTE: The semi-colon between the script path and the rest of the arguments is VITAL to making it work.

And that's it. Now you can reboot the game every time, the shader.cache file will be updated with the previous run's shader.cache2 and the game will properly load shaders as it's supposed to. No need to eliminate all shaders and make the game recompile them or deal with stutters again.

submitted by /u/Demonchaser27
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