RX 6600 (Navi 23, Windows): device lost in Dodongo's Cavern with native mesh shaders, compute fixes it #583
Labels
No labels
area/accessibility
area/audio
area/input
area/install
area/menu
area/renderer
area/saves
area/upscaling
beanstalk: approved @ 1697603
beanstalk: approved @ 2c5a62e
beanstalk: approved @ 4fd82b7
beanstalk: approved @ 64d6d09
beanstalk: approved @ 6f91fae
beanstalk: approved @ 70a78f9
beanstalk: approved @ 8d361dc
beanstalk: approved @ 9d8356e
beanstalk: approved @ abf2227
beanstalk: approved @ d82f202
beanstalk: approved @ e5f1e40
beanstalk: approved @ ee8ab5f
ci: approved
good first issue
gpu/amd
gpu/igpu
gpu/intel
gpu/nvidia
help wanted
kind
bug
kind
chore
kind
docs
kind
feature
kind
performance
kind
question
needs measurements
platform/linux
platform/macos
platform/steam-deck
platform/windows
preview
priority
critical
priority
high
priority
low
regression
status
blocked
status
confirmed
status
duplicate
status
invalid
status
needs-info
status
wontfix
testing wanted
ci: approved
No milestone
No project
No assignees
2 participants
Notifications
Due date
No due date set.
Dependencies
No dependencies set
Reference
MagicBeanDev/Longshot#583
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Longshot version
v3.0.0-rc.3
Channel
Release candidate
What kind of problem
Crash, freeze or black screen
What happened
With the default mesh shader mode ("Automatic, from the default: native"),
the game reliably loses the GPU a few seconds after entering Dodongo's Cavern
(child). The log shows "the GPU has finished nothing for 10 s", then
"submit failed (-4)", "device fault: No fault detected" and
VK_ERROR_DEVICE_LOST. VRAM was not the issue (about 5.2 of 7.4 GB used).
Before the hang there are capture write-back timeouts and memory sync
stalls of 185-250 ms.
Workaround that works:
RX_VK_MESH_SHADERS=compute in longshot_env.txt. With it I played most of
Dodongo's Cavern with no crash and a clean exit (avg ~47 fps).
Notes:
fallback on Windows. Navi 23 seems to be missing from that list and still
defaults to native. Could Navi 23 be added to the compute default?
Logs attached:, one good session with compute.
Where in the game
Dodongo's Cavern
How often
Every time
Graphics card and driver version
GPU: AMD Radeon RX 6600 (Navi 23) Driver: AMD Adrenalin 26.11.1 (clean install after DDU)
CPU, RAM and operating system
OS: Windows Longshot: v3.0.0-rc.3 (source cb01b5a3) RAM: 16 GB ryzen 5 2600x
Changes from the defaults
RX_VK_MESH_SHADERS=compute
longshot_log.txt
longshot_log
Screenshots or video
No response
Before you send it
Game: Ocarina of timeto RX 6600 (Navi 23, Windows): device lost in Dodongo's Cavern with native mesh shaders, compute fixes itCrash log with native mesh shaders attached (same machine, v3.0.0-rc.3). Possibly related: #422 (RX 6700 XT, GPU timeout in Dodongo's Cavern).
From sincerity on Discord:
Additional report: the same AMD mesh-shader GPU timeout occurs on Linux. The reporter says compute mode is the default there; removing the
longshot_env.txtoverride they had created restores compute mode and works around the issue.