Reddit Linux_Gaming
Amdgpu crashing while playing a game, what should I do about it?
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[link] [comments]
How to get mostly stutter-free Monster Hunter Wilds on Nvidia without recompilation.
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" fiAll 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[link] [comments]
Linux game Color Match Challenge is live !
Hello dear Friends my latest game Color Match Challenge is now live , it is basicallly a colums retro game clone with some twists.
Now optimized to play on linux in less than 250kbs of disk space.
if you want to give it a try head on to :
https://themostimportantperson.itch.io/color-match-challenge
If your curious of all the game developments made so far head on to:
https://themostimportantperson.itch.io/
Thank you and have fun playing!
p.s This are games always for linux users first , as it should be.
submitted by /u/offm2[link] [comments]
[SOLVED] fall guys bad fps kinda 1 fps on NVIDIA heroic
This problem happened to me twice on fedora i think after updating my pc i am not sure to solve this issue update your heroic games launcher
submitted by /u/ygames1914A[link] [comments]
Choosing a Distro
So I have a hard tome now choosing a distro: I hate windows but I still dual booting due to a need in engineering simulation software and some incompatible games.
So far I have tried Ubuntu and POP_OS and Manjaro. Ubuntu and Manjaro were for a laptop and were good enough for it. But POP_OS experience was totally bad: Dual Monitor support was glitchy, Lagging overall, the fact that POP Shop it self is lagging is awful.
At the moment I cant decide between CachyOS and Bazzite. I really want to experience Arch but I have no time to configure it properly (I have Work, College and course work all at once.)
There is also Omarchy OS but i don't know how stable it is and how easy it is compared to CachyOS, there is also Garuda what has some good reviews. So yea my head spins round. So I need some a distro good for gaming and a daily driver as I fed up with Microsoft!
Thank you for your thoughts and Help!
[link] [comments]
“It was said you would destroy the sith, not join them!”
Minecraft Bedrock for Windows (Not Education Edition) Running under Wine on Linux
That's right. After many countless days of patching wine, working on my WineCoreUAP project and attempting to port GDK components to wine, I've finally done it.
This is the GDK build of Minecraft, Bedrock Edition for Windows, Running under Linux. No more mcpe-launcher and no more having to deal with the android build.
Current Limitations:
Online features don't work yet (soon)
Mouse doesn't work at all yet because IGameInput is still missing (soon), controller is recommended.
[link] [comments]
Issue with running rocket league using lutris on arch, RTX2070 and AMD Ryzen processor. Not sure what's wrong.
Made a frankenstein monster out of the configurations until i got the near-best performance. The video shows the worst performance. When i'm idle and the frame drops, i am moving my mouse.
submitted by /u/R4ndom_69[link] [comments]
Team Fortress 2 (Source-Engine-1) performance on Fedora KDE on the 31st of October 2025, better than Windows 10?
Hello people, it's me again.
You may remember me from 1 and 2.
I have come here again because Fedora 43 just came out, and so with it also came new Mesa drivers.
Long story short:I checked out some scenarios to quickly test this new update while being sick, so I ain't making a long post this time.
TF2 is the main numbers test, where I discovered that now ToGL displays correctly, while for Half Life 2 I can say that it still has issues (shading on some models, like NPCs, is absent).
Here's the PC's specs:The Rx 6650xt is arguably on par with the RTX 2070, my previous GPU, but if you go see performance per-game (thank you Hardware Unboxxed for existing) you'll see that somewhere it's higher, while somewhere else it's lower.
~$ inxi -Fzxx System: Kernel: 6.17.5-300.fc43.x86_64 arch: x86_64 bits: 64 compiler: gcc v: 15.2.1 Desktop: KDE Plasma v: 6.4.5 tk: Qt v: N/A wm: kwin_wayland dm: SDDM Distro: Fedora Linux 43 (KDE Plasma Desktop Edition) Machine: Type: Desktop Mobo: ASUSTeK model: PRIME B450-PLUS v: Rev X.0x serial: <superuser required> part-nu: SKU UEFI: American Megatrends v: 3211 date: 08/10/2021 CPU: Info: 6-core model: AMD Ryzen 5 5600X bits: 64 type: MT MCP arch: Zen 3+ rev: 0 cache: L1: 384 KiB L2: 3 MiB L3: 32 MiB Speed (MHz): avg: 3599 min/max: 561/4654 boost: enabled cores: 1: 3599 2: 3599 3: 3599 4: 3599 5: 3599 6: 3599 7: 3599 8: 3599 9: 3599 10: 3599 11: 3599 12: 3599 bogomips: 88789 Flags-basic: avx avx2 ht lm nx pae sse sse2 sse3 sse4_1 sse4_2 sse4a ssse3 svm Graphics: Device-1: Advanced Micro Devices [AMD/ATI] Navi 23 [Radeon RX 6650 XT / 6700S 6800S] vendor: ASUSTeK driver: amdgpu v: kernel arch: RDNA-2 pcie: speed: 16 GT/s lanes: 16 ports: active: DP-2 off: DP-1 empty: DP-3,HDMI-A-1,Writeback-1 bus-ID: 09:00.0 chip-ID: 1002:73ef Display: wayland server: Xwayland v: 24.1.9 compositor: kwin_wayland driver: gpu: amdgpu display-ID: 0 Monitor-1: DP-1 model: Philips 27M2N8500 res: 2560x1440 dpi: 110 diag: 678mm (26.7") Monitor-2: DP-2 model: Philips 27M2N3500AM res: 2560x1440 hz: 180 dpi: 109 diag: 685mm (27") API: EGL v: 1.5 platforms: device: 0 drv: radeonsi device: 1 drv: swrast gbm: drv: kms_swrast surfaceless: drv: radeonsi wayland: drv: radeonsi x11: drv: radeonsi API: OpenGL v: 4.6 compat-v: 4.5 vendor: amd mesa v: 25.2.5 glx-v: 1.4 direct-render: yes renderer: AMD Radeon RX 6650 XT (radeonsi navi23 LLVM 21.1.2 DRM 3.64 6.17.5-300.fc43.x86_64) device-ID: 1002:73ef display-ID: :0.0 API: Vulkan v: 1.4.321 surfaces: N/A device: 0 type: discrete-gpu driver: mesa radv device-ID: 1002:73ef device: 1 type: cpu driver: mesa llvmpipe device-ID: 10005:0000 Info: Tools: api: clinfo, eglinfo, glxinfo, vulkaninfo de: kscreen-console,kscreen-doctor wl: wayland-info x11: xdriinfo, xdpyinfo, xprop, xrandr Audio: Device-1: Advanced Micro Devices [AMD/ATI] Navi 21/23 HDMI/DP Audio driver: snd_hda_intel v: kernel pcie: speed: 16 GT/s lanes: 16 bus-ID: 09:00.1 chip-ID: 1002:ab28 Device-2: Advanced Micro Devices [AMD] Starship/Matisse HD Audio vendor: ASUSTeK driver: snd_hda_intel v: kernel pcie: speed: 16 GT/s lanes: 16 bus-ID: 0b:00.4 chip-ID: 1022:1487 Device-3: C-Media SADES Locust Plus driver: hid-generic,snd-usb-audio,usbhid type: USB rev: 1.1 speed: 12 Mb/s lanes: 1 bus-ID: 1-7:5 chip-ID: 0d8c:0012 API: ALSA v: k6.17.5-300.fc43.x86_64 status: kernel-api Server-1: PipeWire v: 1.4.9 status: active with: 1: pipewire-pulse status: active 2: wireplumber status: active 3: pipewire-alsa type: plugin 4: pw-jack type: plugin Network: Device-1: Realtek RTL8111/8168/8211/8411 PCI Express Gigabit Ethernet vendor: ASUSTeK RTL8111H driver: r8169 v: kernel pcie: speed: 2.5 GT/s lanes: 1 port: e000 bus-ID: 04:00.0 chip-ID: 10ec:8168 IF: enp4s0 state: up speed: 1000 Mbps duplex: full mac: <filter> Drives: Local Storage: total: 18.9 TiB used: 8.5 TiB (45.0%) ID-1: /dev/nvme0n1 vendor: Kingston model: SA2000M8500G size: 465.76 GiB speed: 31.6 Gb/s lanes: 4 serial: <filter> temp: 29.9 C ID-2: /dev/sda vendor: Seagate model: ST10000NM0046 size: 9.1 TiB speed: 6.0 Gb/s serial: <filter> ID-3: /dev/sdb vendor: Mushkin model: MKNSSDEL2TB size: 1.82 TiB speed: 6.0 Gb/s serial: <filter> ID-4: /dev/sdc vendor: Western Digital model: WD20PURZ-85AKKY0 size: 1.82 TiB speed: 6.0 Gb/s serial: <filter> ID-5: /dev/sdd vendor: Seagate model: ST4000DM004-2U9104 size: 3.64 TiB speed: 6.0 Gb/s serial: <filter> ID-6: /dev/sde model: SSD 512GB size: 476.94 GiB speed: 6.0 Gb/s serial: <filter> ID-7: /dev/sdf vendor: Kingston model: SA400S37960G size: 894.25 GiB speed: 6.0 Gb/s serial: <filter> ID-8: /dev/sdg vendor: HGST (Hitachi) model: HTS541075A9E680 size: 698.64 GiB type: USB rev: 3.1 spd: 5 Gb/s lanes: 1 serial: <filter> ID-9: /dev/sdh vendor: SanDisk model: Cruzer Glide size: 28.65 GiB type: USB rev: 2.0 spd: 480 Mb/s lanes: 1 serial: <filter> ID-10: /dev/sdi vendor: PNY model: PNY UFD20 size: 14.46 GiB type: USB rev: 2.0 spd: 480 Mb/s lanes: 1 serial: <filter> Partition: ID-1: / size: 1.82 TiB used: 1.09 TiB (59.9%) fs: btrfs dev: /dev/sdb3 ID-2: /boot size: 973.4 MiB used: 486.9 MiB (50.0%) fs: ext4 dev: /dev/sdb2 ID-3: /boot/efi size: 598.8 MiB used: 19.3 MiB (3.2%) fs: vfat dev: /dev/sdb1 ID-4: /home size: 1.82 TiB used: 1.09 TiB (59.9%) fs: btrfs dev: /dev/sdb3 Swap: ID-1: swap-1 type: zram size: 8 GiB used: 970.9 MiB (11.9%) priority: 100 dev: /dev/zram0 Sensors: System Temperatures: cpu: 39.4 C mobo: N/A gpu: amdgpu temp: 31.0 C mem: 26.0 C Fan Speeds (rpm): N/A gpu: amdgpu fan: 0 Info: Memory: total: 16 GiB available: 15.52 GiB used: 7.16 GiB (46.1%) Processes: 497 Power: uptime: 48m wakeups: 0 Init: systemd v: 258 default: graphical Packages: pm: rpm pkgs: N/A note: see --rpm pm: flatpak pkgs: 45 Compilers: gcc: 15.2.1 Shell: Bash v: 5.3.0 running-in: konsole inxi: 3.3.39 And here's the raw data:Source-Engine-1 games seem to run unstably on the current DirectX drivers for this GPU, so you have to keep that in mind, BUT the DXVK data shows that the GPU is more stable on W10, while also basically performing as well as the 2070 did on W10, but on Linux using the native port with the DXVK conversion.
To say it better, in terms of performance, this is the list from best to worst ON THIS SPECIFIC GPU:1° Linux DXVK
2° Linux ToGL
3° Windows DXVK
4° Windows Dx9 (the most native that there is)
Date 31/10/2025 Tests done with Avatar off, viewmodels on. FPS CPU% GPU% >Water (under)/(above) >Spawn (normal)/(viewmodel off) >On the bridge, looking at: -red tower -blue tower -the sky, doing multiple circles/360s >Red corridor, looking at the floor, (normal) and (mat_viewportscale 0.1) ######################################################################### >W10 Dx9 (unstable framerate, LARGE waves lasting 5+ seconds, where performance can drop as low as 50% of its max)(viewmodel takes performance) Water 460 13% 94% / 510 16% 93% Spawn 615 15% 87% / 800 16% 90% Red 670 18% 90% Blue 620 10% 92% sky 490-930 10% 90% Corridor 670 8% 80% / 715 8% 74% >W10 Vulkan (animated avatar takes 20fps)(viewmodel takes performance) Water 404-454 15% 94% Spawn 530 14% 91% / 590 14% 91% Red 544 17% 90% Blue 544 11% 93% sky 580-610 14% 87% Corridor 600fps 8% 88% / 715-730fps 8% 75% ######################################################################### >F43 DXVK (viewmodel takes 70fps; avatar takes 20) Water 547 20% 98% / 640 23% 98% Spawn 740 22% 91% Red 800 24% 89% Blue 768 20% 89% sky 859-920 18% 92% Corridor 850 16% 87% / 1100-1200 20% 71% >F43 ToGL (viewmodel takes 70fps; avatar takes 20) Water 479 17% 99% / 610 20% 99% Spawn 800 20% 98% / 910 20% 98% Red 800 20% 99% Blue 830 18% 99% sky 980-1100 18-20% 99% Corridor 930 14% 99% / 1088 17% 99% submitted by /u/Isaac-_-Clarke[link] [comments]
Minecraft Bedrock Launcher Update?
Hey everyone,
I play Minecraft Bedrock on my Mac using the Linux Unofficial Bedrock Launcher, but there isn't an update to the latest version yet. Because of that, I can’t join my friends’ worlds. Does anyone know a workaround for this, or do I just have to wait until the launcher updates?
submitted by /u/agonizingpapaya[link] [comments]
I’m looking for a Linux distro that’s good for both gaming and programming. Right now, I’m using Windows 10 with that one-year update guarantee, but I don’t really want to switch to Windows 11 because of all the AI stuff built into i
To be more specific, I want something that can handle both online and offline games, and also works well for coding in Java and C#.
submitted by /u/EntertainmentOne7828[link] [comments]
New build
Hello all,
My gaming laptop died on my birthday and I figured I'd build a desktop again because the laptop was so expensive I was afraid to take it anywhere.
I prefer AMD CPU and GPUs... last I knew they were preferred over Intel/Nvidia for linux but I wanted to check in and see if that's still the case. Budget is probably 4-5k USD and I generally prefer a better build I can stretch an extra year or two rather than rebuilding or replacing parts more frequently. Also I haven't touched linux in about 15 yrs, but I'm sick of bloat and figured I'd give mint-cinnamon or something lightweight a try. Are there any recommendations for hardware that just works with linux better? I want to spend my time learning the new OS, rather than fighting to get hardware working and would greatly appreciate any input be it hardware and/or easier linux version. I play everything from stardew to borderlands 4 and do love to mod the heck out of games (nexus mods or steam workshop mostly), which I thought might also cause issues. I have a steam deck and meta quest 3 as well.
Any troublesome parts like RAM, MoBo, NvME that might trip up a new build, etc?
Thanks for your time!
submitted by /u/SoberingUndertow[link] [comments]
what is the state of FiveM on Linux in 2025?
i know shared resources was figured out ages ago so theoretically there's nothing stopping linux from running it. why is it still unplayable? has anybody been able to get it working?
submitted by /u/Subject_Swimming6327[link] [comments]
why does half life 1 crash when clicking "Load Game" or "New Game"
okay, so i changed proton to proton 7 (i was trying to get Devil May Cry to work), but when i changed it back to the default proton (proton 8) it stopped working for some reason?
submitted by /u/Ok_Voice_3134[link] [comments]
