AK: Endfield sometimes crashes #3
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I confirm:
Symptoms
Endfield crashes if I'm AFK for long enough. Sometimes also happens after switching windows. I have already tried forcing DX11 in the launcher but that just made the frequency of the crashes worse.
Weird thing is that sometimes i can play for hours, go AFK for a bit and nothing happens, and then other times it crashes after just a few minutes, or a single window change. Also the crashes produce a TON of logs in just a few seconds (talking about 20k+ lines per second in proton logs).
I attached the logs from Endfield, as I can't upload my 3.4GiB proton log file, and my pc does not like me trying to open it
Reproduction
The issue seems to be related to a game update/patch, many users seemed to be reporting it on the official Discord when using Windows too. On our end though, many solved by just using
ntsync, which is enabled by default in dwproton if the kernel module is loaded.To use ntsync you need:
sudo modprobe ntsyncor withecho ntsync | sudo tee /etc/modules-load.d/ntsync.confand rebooting to enable it permanently.You can then verify if the game is running with it while opened with
lsof /dev/ntsync:Enabling ntsync seems to have fixed it for me, haven't crashed yet at least
Having the same issue, but seems stable with ntsync for now. I'll let you know if longer sessions work as well - could only test for a little while today
Same issue, game seems stable with ntsync as well. Will update on change. Thanks for the fix.
Endfield, I also encountered a game crash issue on dwproton-10.0-16. DWProton-10.0-15 and below versions are okay.
I found that the game crash has nothing to do with ntsync, it's an issue with dwproton-10.0-16. So I will temporarily hold off on upgrading.
@ouni666 wrote in #3 (comment):
dwproton 10.0-14 - there were also crashes, I don't think it's the dwproton version.
I agree that indeed the Proton version isn’t at fault here, all that changed between them was just a newer Proton Experimental base anyways.
This looks like a genuine game bug where it spawns too many threads and manages to crash wineserver, making it much easier to occur when using fsync.
NTsync on the other hand seems to make it behave much better, but a proper solution should probably come on the game side, given the increase in threads IDs can be replicated on Windows as well.
Tried one more time without ntsync as a control and got a freeze about 15 minute in. With ntsync I played for almost 4 hours already without any issues.
With other saying the same thing I think we could close this issue - imo the only reason to leave it open would be to notify others that ntsync isn't needed anymore because the devs fixed the underlying issue
I am using an Nvidia gpu with ntsync enabled in dx11 mode. I notice a serious VRAM leakage, where the VRAM usage continue to increase over time and the frame rate drop significantly after the VRAM is full in about 30-60 minutes. VRAM cannot be reclaimed by shutting down the game. It can only be reclaimed by restarting the compositor.
Hello everyone, I would like to share my experience. Oh and I am also new here.
My GPU is RTX 2050 which has 4GB of VRAM and my maximum display resolution is 1920x1080 at 144 Hz
Anyways my issue is that simply interacting the game's interface after entering the game causes the game to break all video output, creating a "stationary image" effect with the game having the both the music and environmental noises playing normal as usual. The game is set to absolute MAX settings with DLSS set to DLAA with max sharpening at max fullscreen resolution, the game's FPS is pretty good, however, even setting the graphics to the lowest has no effect when interacting with the game's interface. Trying the game in directx 11 mode simply gives me very severe FPS penalty when interacting with the game's interface.