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Resident Evil Village: vkd3d Failed to Allocate Memory (Game Freeze)

ThisNekoGuy opened this issue · comments

Proton-GE Log: steam-1196590.log
(Associated Proton download)
Launch commands: PROTON_ENABLE_NVAPI=1 VKD3D_CONFIG=dxr gamemoderun %command%
System Info:

OS: Arch Linux x86_64
Host: MS-7B93
Kernel: Linux 5.14.21-230-tkg-pds-llvm
DE: Plasma 5.23.5
WM: KWin
CPU: AMD Ryzen 7 3700X (16) @ 3.6GHz
GPU: RTX 2080 Ti
GPU Driver: 470.94
Board: Micro-Star International Co., Ltd. MPG X570 GAMING PRO CARBON WIFI (MS-7B93)
Memory: 11696MB / 32794MB @ 3600 MHz
Display Resolution: 3840x2160

I was fighting the first mini-boss of the game and, somewhere in the middle of the fight, the game froze but the music continued to play.

I looked through the log and at line 85646, this message is thrown:

warn:vkd3d_allocate_device_memory: Memory allocation failed, falling back to system memory.

If I had to guess, maybe this was a memory leak? (I'm not sure; just making guesses)
Don't know why it failed to allocate memory; my guess is it tried to use system RAM and the game just decided to drop to 0 FPS as a result because system RAM isn't a GPU

EDIT: Seems this line is actually thrown a total of 1,949 times

Maybe related to the below issue? I don't know :/

warn:vkd3d_allocate_device_memory: Memory allocation failed, falling back to system memory.

This happens when VRAM is exhausted and the NV driver does not handle overcommit. There isn't much we can do here except allocating in system memory which will lead to slowness, often extreme slowness. Probably related to RT, since that tends to consume a lot of VRAM.

Ah, I see.
I don't know why the game was freezing otherwise, then.
Doesn't happen with a newer Proton-GE that has an updated VKD3D, so I supposed I should just close the issue?

@ThisNekoGuy Friendly ping. What was the status of this?

I'll test this as soon as I can; given where it happened last time, I'll have to work my way there again

@Blisto91

Software information

  • Game: Resident Evil Village
  • All DXR ray-tracing settings enabled and maxed
  • FSR Enabled (Would have used DLSS but it wasn't showing up)

System information

  • GPU: RTX Nvidia 2080 Ti (11GB)
  • Driver: 525.89.02 (Open-GPU Kernel Module)
  • Wine version: Proton 7 Experimental
  • VKD3D-Proton version: 2ebb3411cb656fc

Log files

steam-1196590.zip

Details

Going over this again, I manage to encounter the issue much earlier in the game as well; approaching the gate of the small church for the first time right after meeting the old lady.

This happens but comes off a bit strange to me given that the game claims I've only allocated roughly 9GBs of VRAM in the settings; is this not expected to be accurate with RT enabled?

warn:vkd3d_allocate_device_memory: Memory allocation failed, falling back to system memory.

This happens near the end of the log, where this line repeats until I force-close the game from being non-responsive:

96280.012:00d8:00dc:err:sync:RtlLeaveCriticalSection section 00007F53C35CDA60 is not acquired

Side note:
RT effects tend to inconsistently render - upon loading up a save, lighting looks normal in the immediate area, but doesn't when traveling to other areas later where it seems like there's an absence of darkness/shadows to at least interiors; giving the sense that light isn't being "traced?"

Additionally, I spotted these odd white and black "shard"-like artifacts in the air (related to the smoke effects?) after surviving the introductory lycan horde just prior to attempted visit to the small church:
(white artifacting)
20230220233845_1
It's a bit harder to see in this one, but if you follow the barrel of the handgun you can spot a black artifact:
20230220233913_1

This happens but comes off a bit strange to me given that the game claims I've only allocated roughly 9GBs of VRAM in the settings; is this not expected to be accurate with RT enabled?

That's an estimate that may not be accurate. On top of that, it probably doesn't factor in the VRAM used by other applications on your system (the compositor for example).