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Warframe (230410) #167

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davidbepo opened this issue Aug 22, 2018 · 484 comments
Open

Warframe (230410) #167

davidbepo opened this issue Aug 22, 2018 · 484 comments
Labels
Game compatibility - Unofficial Games not expected to work without issues Regression Confirmed working on an older version of Proton XAudio2 Uses the XAudio2 subsystem

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@davidbepo
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davidbepo commented Aug 22, 2018

as per title i installed warframe and it doesnt work, if you want me to provide any log files tell me the instructions and i will do it

system and os specs

apu: ryzen 5 2400G using the vega 11 integrated graphics
os: manjaro linux
mesa: 18.1.6
llvm: 6.0
kernel: 4.18.3
using proton 3.7 from the steam beta client

by the way huge thanks to valve for bringing this huge advancement for linux gaming

@kisak-valve kisak-valve added the Game compatibility - Unofficial Games not expected to work without issues label Aug 22, 2018
@dkornev89
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dkornev89 commented Aug 22, 2018

gentoo 17.0 same thing

https://appdb.winehq.org/objectManager.php?sClass=version&iId=29230

Warframe/Downloaded/Public/Tools/
is not exists inside:
$mysteamlibrary/steamapps/common/Proton_3.7/dist/share/default_plx/drive_c/users/steamuser/Application\ Data

@davidbepo
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i tried the proton env variables one by one to see if it worked that way and it doesnt

@kisak-valve kisak-valve changed the title warframe doesnt start warframe doesnt start (230410) Aug 23, 2018
@XANi
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XANi commented Aug 23, 2018

Someone on Warframe forums found a workaround. Fix seems to be something easy on dev side, altho probably not too hard on Steam's side.

@mvdstam
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mvdstam commented Aug 23, 2018

Same here. Using Arch Linux with the latest proprietary nvidia drivers.

Huge compliments to the Proton team for making this possible!

@davidbepo
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@XANi i ran that script and it clearly did something but still i cant get warframe to run :( now it gives a wine debug error if i launch it from the terminal

@weidtn
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weidtn commented Aug 23, 2018

Runs perfectly on Lutris with this workaround launcher shellscript. But obviously this is about steam. The game does not start because of the launcher. This script mentioned above replaces the launcher and updates the game. The developers should just implement this script or make their launcher linux/wine compatible.

@GloriousEggroll
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GloriousEggroll commented Aug 23, 2018

Just to note:

The game itself is broken in proton, this is on proton's end, as it runs perfectly fine in wine staging with the appropriate winetricks.

For any Proton devs looking into this: when Warframe.exe tries to launch, it thinks it's offline and can't download the cache manifest in needs to continue loading:

2.110 Sys [Info]: Cache languages enabled: _en
2.110 Sys [Info]: Loading Oodle DLL: oo2core_6_win64.dll
2.111 Sys [Warning]: INTERNET_OPTION_IGNORE_OFFLINE failed
2.112 Sys [Info]: Downloading cache manifest index...
2.112 Sys [Error]: Could not get cache manifest index.
2.113 Sys [Info]: ===[ Exiting main loop]====================================================================================
2.211 Sys [Info]: Loaded TOC for Windows/H.Misc (took 93.8ms, loaded 87009 entries, found 0 deleted)
2.211 Sys [Info]: Cache flushed
2.211 Sys [Info]: Main Shutdown Initiated.  

The launcher issue is something DE would have to fix, which I've posted about here:
https://forums.warframe.com/topic/1000489-question-to-developers-regarding-steams-new-steam-play-on-linux/

Who knows if I'll actually get a response though.. I've posted about this before. This is why I ended up just making my own launcher.

Here is my launch script (with README) which is a drag and drop solution if you have the game installed:
https://gitlab.com/GloriousEggroll/warframe-linux/tree/steamplay-proton/

@PadreAdamo
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Issue exists on Solus w/AMD RX 580

@GloriousEggroll
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GloriousEggroll commented Aug 25, 2018

Figured out the WINE bugs that break the game and the patches that fix them!

  1. WINE has a bug report from 2016 with a patch in staging that hasn't been merged yet:
    https://www.winehq.org/pipermail/wine-bugs/2016-May/443111.html
    FIX: wininet-InternetCrackUrlW is the patchset in staging that fixes this.

  2. Also, this one is not major/game breaking, but in the log:

000f:err:service:process_send_command receiving command result timed out
000f:fixme:service:scmdatabase_autostart_services Auto-start service L"WineBus" failed to start: 1053
0015:err:service:process_send_command receiving command result timed out
002a:err:plugplay:handle_bus_relations Failed to load driver L"WineHID"

FIX: Fixed by staging patchset wuauserv-Dummy_Service, which I believe ZF (another staging maintainer) is working on getting merged to wine mainline.

  1. The game currently needs native xaudio2_7 from DirectX, as builtin fails.
    FIX: A temporary fix until wine's builtin xaudio2_7 can be fixed is to install Direct X to the prefix then add a dll override to the registry that sets xaudio2_7 as native. This has to be installed by hand as winetricks disabled 64 bit xact dlls in Direct X due to this bug in the past.

If 3 gets fixed in wine this game will not rely on any MS native libraries

@GloriousEggroll
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GloriousEggroll commented Aug 25, 2018

Even more digging..
WINEDEBUG report with +xaudio2 reveals the culprit of the xaudio2_7 bug:

191576.058:0008:0009:trace:xaudio2:CreateFX {a90bc001-e897-e897-7439-435500000003} 0x53f620
191576.058:0008:0009:err:ole:CoGetClassObject class {a90bc001-e897-e897-7439-435500000003} not registered
191576.058:0008:0009:err:ole:CoGetClassObject no class object {a90bc001-e897-e897-7439-435500000003} could be created for context 0x1
191576.058:0008:0009:warn:xaudio2:CreateFX CoCreateInstance failed: 80040154

this is the last thing xaudio2 tries to do before spoamming a bunch of
xaudio2:do_engine_tick frames
then crashing

CreateFX is in xapofx.c
it's trying to register class {a90bc001-e897-e897-7439-435500000003}
which apparently doesn't exist.

EDIT:
It exists, it's just for FXEcho, and FXEcho and FXMasteringLimiter have yet to be implemented in WINE'S XAudio2_7 - specifically xapofx.h:

static HRESULT WINAPI xapocf_CreateInstance(IClassFactory *iface, IUnknown *pOuter,
        REFIID riid, void **ppobj)

and

HRESULT CDECL CreateFX(REFCLSID clsid, IUnknown **out)

both have

/* TODO FXECHO, FXMasteringLimiter, */

A quick fix can probably be added by just allowing them to be identified like so:

    if(IsEqualGUID(clsid, &CLSID_FXEcho27) ||
            IsEqualGUID(clsid, &CLSID_FXEcho))
        class = &CLSID_FXEcho;

along with some mumbo jumbo that makes them do nothing, but idk right now. 7:30 am now, time for some zzz's. Hope someone's able to do something useful with my blabber

@GloriousEggroll
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GloriousEggroll commented Aug 26, 2018

alright, I've managed to create a patch that implements FXEcho, which fixes the bug listed above:

https://gitlab.com/snippets/1748561

The game also needs xaudio2_7-OnVoiceProcessingPassStart xaudio2_7-WMA_support xaudio2_CommitChanges
from wine-staging

However now IXAudio2Impl_CommitChanges needs to be implemented as it's currently just a stub that returns S_OK, which results in the game crashing due to not knowing how to properly commit the changes which pass WMA audio to ffmpeg to be converted for OpenAL. By default CommitChanges returns a stub and E_NOTIMPL, the xaudio2_CommitChanges patch in staging makes it return S_OK, which allows the game to start, but it then crashes when trying to do any wma->openal decoding:

EDIT: I'm not sure if CommitChanges needs to be implemented. The stub may work just fine, but the WMA patch for xaudio2 causes
avcodec_send_packet
to return with Operation not permitted
which is what causes the crash

240188.164:0008:0056:trace:xaudio2:IXAudio2Impl_CreateSourceVoice (0x91d1d0)->(0x4ba308a0, 0xb89e990, 0x8, 3.000000, (nil), 0xb89e950, (nil))
240188.164:0008:0056:trace:xaudio2:dump_fmt wFormatTag: 0x161 (WAVE_FORMAT_WMAUDIO2)
240188.164:0008:0056:trace:xaudio2:dump_fmt nChannels: 2
240188.164:0008:0056:trace:xaudio2:dump_fmt nSamplesPerSec: 44100
240188.164:0008:0056:trace:xaudio2:dump_fmt nAvgBytesPerSec: 12000
240188.164:0008:0056:trace:xaudio2:dump_fmt nBlockAlign: 4459
240188.164:0008:0056:trace:xaudio2:dump_fmt wBitsPerSample: 16
240188.164:0008:0056:trace:xaudio2:dump_fmt cbSize: 0
240188.164:0008:0056:trace:xaudio2:IXAudio2Impl_CreateSourceVoice OpenAL can't use this format, so using FFmpeg
240188.164:0008:0056:trace:xaudio2:IXAudio2Impl_CreateSourceVoice synthesizing extradata for xWMA
240188.165:0008:0056:trace:xaudio2:XA2SRC_SetOutputVoices 0x948630, 0xb89e950
240188.165:0008:0056:trace:xaudio2:XA2SRC_SetOutputVoices Outputting to: 0x0, 0x91d1e8
240188.165:0008:0056:trace:xaudio2:IXAudio2Impl_CreateSourceVoice Created source voice: 0x948630
240188.165:0008:0056:trace:xaudio2:XA2SRC_SetFrequencyRatio 0x948630, 1.000249, 0x0
240188.165:0008:0056:trace:xaudio2:XA2SRC_SetOutputMatrix 0x948630, 0x91d1e8, 2, 2, 0xb89e968, 0x0
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer 0x948630, 0xb89e998, 0xb89e9c8
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer Flags: 0x40
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer AudioBytes: 2100189
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer pAudioData: 0x662b0010
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer PlayBegin: 1031477
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer PlayLength: 6671051
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer LoopBegin: 0
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer LoopLength: 0
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer LoopCount: 255
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer pContext: (nil)
240188.165:0008:0056:trace:xaudio2:XA2SRC_SubmitSourceBuffer 0x948630: queued buffer 0 (2100189 bytes), now 1 buffers held
240188.165:0008:0056:trace:xaudio2:XA2SRC_Start 0x948630, 0x0, 0x0
240188.165:0008:0056:trace:xaudio2:IXAudio2Impl_CommitChanges (0x91d1d0)->(0x0): stub!
240188.169:0008:0063:trace:xaudio2:do_engine_tick frames available: 441
240188.170:0008:0063:trace:xaudio2:update_source_state 0x94ea00: going to queue a period from buffer 1
240188.170:0008:0063:trace:xaudio2:xa2buffer_queue_period queueing 1024 bytes, now 4096 in AL
240188.170:0008:0063:trace:xaudio2:do_engine_tick Calling OnVoiceProcessingPassStart with BytesRequired: 4410
240188.170:0008:0063:trace:xaudio2:update_source_state 0x948630: going to queue a period from buffer 0
[wmav2 @ 0x7fa150005400] nb_frames is 0 bits left 35664
240188.170:0008:0063:warn:xaudio2:xa2buffer_queue_period avcodec_send_packet failed: Operation not permitted
240188.170:0008:0063:trace:xaudio2:xa2buffer_queue_period queueing 0 bytes, now 0 in AL
240188.170:0008:0063:trace:xaudio2:update_source_state 0x948630: going to queue a period from buffer 0 

@roadh0use
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warframe doesnt load from me as well
gloriouseggroll up there is an asset
i havent been able to play warframe in years because I could never get it to run right in linux
if you guys can in anyway implement the changes up there that would be amazing because I miss this game

@GloriousEggroll
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at the moment I've got a workaround for the launcher and xaudio2_7 that allows proper updating, cache defragging, and getting in game and logging in.

After that, for some strange reason proton just forces the client closed? I've tried turning debugging on but it doesnt show anything useful, just immediately closes, not even a safe shutdown. If anyone's willing to try to figure out why proton's straight up closing the app here's my repo, just follow the readme:

https://gitlab.com/GloriousEggroll/warframe-linux/tree/steamplay-proton

Some dev input would be really useful here as to why proton just straight kills the running client

@davidbepo
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@GloriousEggroll i tried running your script but if i append --firstrun to the launch options it doesnt recognize it and if i dont do it it doesnt update the laucher, got any help?

@GloriousEggroll
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GloriousEggroll commented Aug 28, 2018

@davidbepo for any issues regarding my launcher please use the issues section of my gitlab as the official launcher bug and in-game bugs reported here are not related to my launcher, for the sake of keeping this bug report on point

@ananace
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ananace commented Aug 30, 2018

With the patched wininet dll, my own launcher executable, and a bit of tinkering, I've gotten it to go ingame and run at near native performance. On a i7-7700K and a RX 580 with Mesa 18.1.6.

Something seems to cause the game to freeze after a while though, leaving it just sitting there eating two full cores worth of CPU.

Edit:
As it turns out, actually getting DXVK to work solved the freezing, though the game loads assets really slowly, which causes heavy choppiness during gameplay.

@GloriousEggroll
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GloriousEggroll commented Aug 31, 2018

welp. as of latest update I can't get the game to launch at all any more. keep getting
pid 37067 != 37066, skipping destruction (fork without exec?)
every time i try to launch

@ananace I'd much prefer your solution to mine as bash script and a ghetto wrapped fake exe are not exactly ideal, how would one go about compiling it? (edited original comment as I realized it was for a win executable to be wine friendly)

as for the asset loading - thats actually the shader cache filling up, its fine after that

@llitz
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llitz commented Aug 31, 2018

@GloriousEggroll hmmm Still works here with your scripts. I am running the steam version but instead of renaming the Launcher.exe I just added it as Launcher-Lutris.exe and Launcher.sh (also create a Launcher-Lutris.bat so wine can run it through CMD, which I could've done straight with the exe).

Anyway, I don't execute it through steam, so I don't have to deal with the naming convention and etc (also the binaries are available to me through my windows install, so this was easier).

I do get a stuck screen on a CMD like shell, which I just press ctrl+c and it starts warframe, eventually

@GloriousEggroll
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GloriousEggroll commented Aug 31, 2018

@llitz the lutris wine-steam version is not the same as the steamplay-proton version. they launch in very different ways, with proton having many more environment variables passed from native steam. additionally proton launches things a much different way then just using wine whatever.exe -some -arguments. its a lot more annoying :/

@llitz
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llitz commented Aug 31, 2018 via email

@ananace
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ananace commented Aug 31, 2018

@GloriousEggroll The project should just be a regular Visual Studio 2017 solution, the code's a bit of a mess though as I just grabbed an old launcher from an abandoned MMO I helped develop - which as it turns out chose an almost identical method of distribution as Warframe did.

The only thing that executable doesn't do is run the DX redistributable setup, the wininet DLL replacement, or the xaudio override. And I somehow get the feeling that you don't particularly want to do such things through a native PE, probably better to keep them as a Linux bash-script.

I did render two minutes of video before bed. Mainly to have an example of the choppiness I'm experiencing, though I later found out that an application was loading the disk rather heavily in the background, so it might actually be much more playable than it looked at first.

@GloriousEggroll
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GloriousEggroll commented Sep 3, 2018

So I've been working with ananace on his launcher and we have it working very well. I've also discovered WHY warframe was randomly closing - turns out if I plug a controller in then start the game - it magically stays open. If I don't start the game with a controller plugged in.. it closes after a short time. Both my launcher and ananace's had this same problem so it seems like it's something to do with how controllers/controller profiles are handled on steams end.

also, the game benefits a lot from the PoE stutter patch on dxvk as well.

@valeth valeth mentioned this issue Sep 4, 2018
3 tasks
@davidbepo
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i finally got the game to run with @GloriousEggroll launcher but there are a lot of issues

  1. the game is on english and i cant switch to spanish:
    captura de pantalla de 2018-09-07 15-59-39

  2. there are massive stutters (this was already mentioned)

  3. issues with shadows:
    captura de pantalla de 2018-09-07 16-05-31

  4. the game closes after a while (this was already mentioned)

@GloriousEggroll
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@davidbepo I've stated this once already - any problems with my launcher please post on my gitlab issues section. NOT here.

@davidbepo
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@GloriousEggroll i think the issues that im having might be valuable for proton developers specially since some of them are not because of launcher

@GloriousEggroll
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the language problem is due to my launcher
the closing problem has already been mentioned due to a controller issue
the stutter problem has already been mentioned due to dxvk.

@andrewgrasman
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@braiam wf is pretty shader heavy, it's been that way for as long as I can remember, at least a few years even off fresh installs

@braiam
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braiam commented Jun 19, 2024

@andrewgrasman correct, but I don't expect to download the complete shader archive for a game that I just played yesterday. It's supposed to download new shaders, not all of it.

@kode54
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kode54 commented Jun 20, 2024

It contains shaders precompiled for many different GPU architectures and revisions. And they also go over your local cache to see if there are any you've produced that are worth uploading to their collective database. It appears to re-verify the entire cache periodically, sometimes almost daily if new shaders are being discovered by players.

Edit: Also, for example, A Hat In Time also has a 12-13GB shader cache, dwarfing the game's total install size.

@braiam
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braiam commented Jun 20, 2024

@kode54 correct again, except that today is downloading 13GB again when it downloaded 12 less than 24 hours ago. The game had no updates between yesterday and today, there's no way there are already 13GB worth of shaders.

@derFeef
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derFeef commented Jun 21, 2024

Warframe was the reason I turned off shader caching on my Steam Deck because it was a pain.
Honestly I do not even notice a difference with it off and I have a lot more space.

@kode54
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kode54 commented Jun 22, 2024

I have to keep it on for some games, as it also downloads transcoded videos for some games.

The issue appears to involve it just indiscriminately redownloading the entire cache every time. I guess they don’t know how to parity check and use delta updates? With the data sets being so sparsely unrelated, perhaps they should just poop out millions of hash named files instead of trying to maintain a gigantic mono file blob per game.

@wasertech
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wasertech commented Jul 1, 2024

So this might not be useful to everyone but was crucial for me to launch the game properly.

I have two RTX Titan GPUs but they are not connected thru NV-Link. To run most games with DXVK, I have to force the game to run on the GPU connected to the screen. For that, I use vkdevicechooser which allows me to set launch option as such:
ENABLE_DEVICE_CHOOSER_LAYER=1 VULKAN_DEVICE_INDEX={gpu_id} %command%

{gpu_id} should be the ID of the GPU connected to the screen (i.e. 1, 2, etc.).

Without those env. variables, I get the famous black screen after clickling "play" in the launcher. So if you also have multiple unconnected GPUs and you get a black window when running the game, try to disable hardware acceleration in the launcher, stop the process, set the above mentioned environment variables (after installing vkdevicechooser). You can now re-launch the game and it should work properly.

@WMan22
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WMan22 commented Jul 4, 2024

Warframe takes an absurd amount of time to process it's Vulkan shaders on my PC (about 7 hours!) and it does this every single time an update to both the game's shaders and my PC happens when I'm using arch based distros. This is a problem because it means my CPU usage is extremely high on steam due to having background shader processing enabled.

Is there any fix to this? If I skip the shader caching, it's like it forgets the current shaders, and stutters on new assets all over again.

Current setup:

OS: CachyOS Linux x86_64
Host: Acer Nitro AN515-45 (V1.08)
Kernel: Linux 6.9.7-3-cachyos
DE: KDE Plasma 6.1.1
WM: KWin (Wayland)
CPU: AMD Ryzen 7 5800H (16) @ 4.46 GHz
GPU 1: NVIDIA GeForce RTX 3060 Mobile / Max-Q [Discrete]
GPU 2: AMD Radeon Vega Series / Radeon Vega Mobile Series]
Memory: 16GB
Disk: 2 TB NVME SSD

@Commaster
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@WMan22 try turning off "Shader pre-caching" all together and see if that affects your gameplay at all.

@WMan22
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WMan22 commented Jul 6, 2024

@WMan22 try turning off "Shader pre-caching" all together and see if that affects your gameplay at all.

I did try skipping it, and the thing is, as stated in the post you're replying to, the game won't remember the shaders it does cache unless I let this do its thing. If I don't let steam process the vulkan shaders for like 7 hours, then every time I boot up warframe, it has to heavily stutter on new asset load every time, rather than just every time my drivers update. This happens whether I turn off shader pre-caching in the actual warframe launcher (I.E. not steam) or not.

@SadmL
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SadmL commented Oct 4, 2024

About shaders cache - I figured out that you can disable shader cache option in launcher and gigantic 10+ gb downloads (in my case it was 16+) seems to gone. Now it downloads 400-500mb.
(sry, i'm too lazy to switch language to English)
изображение

@tekulvw
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tekulvw commented Oct 17, 2024

Hey guys, looks like this thread has been pretty active for the last 6 years...

I've just bought a 1TB OLED Steam Deck and cannot get this game to launch at all on Valve's Proton 8.0-5, 9.0-3, or Experimental. On these versions the WF launcher will not appear. Both Steam's stdout/stderr and the proton log file appear to indicate some kind of segfault.

I am able to get the launcher to start on Valve Proton 7.0-6 but WF crashes as soon as I hit "Play".

Since this thread is quite long and extends over multiple years I'm having a tough time piecing together what steps I should take next. Anyone got a summary of the current status of WF support on Linux/Deck? I really don't understand what I need to do to make this work.

Edit: switching to the beta channel and letting the system update complete seems to have fixed whatever was the issue. I'm now able to launch and run on proton experimental.

@JustCryen
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@tekulvw
That sounds interesting as the game has been working perfectly for multiple major proton versions already (other than a few issues here and there).
But the beta client should not be necessary.

To be fair, I do not own a steamdeck myself and I have switched to Proton GE for most games quite a long time ago, but Warframe is usually one of these perfect games on stock settings as well.

Anyway, I'm glad you got it working eventually. The only thing that I could think of is to ensure you're running the most up to date os version as the game should run perfectly on all included Proton versions.

@braiam
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braiam commented Oct 17, 2024

@tekulvw I would try to get the logs out of the system. The launcher is just a chrome screen.

@braiam
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braiam commented Oct 19, 2024

Using gamescope to workaround a crash caused by tabbing out of the client, I've seen lighting effects being too bright, in a way that doesn't match the scene. I've seen examples of certain features being a bit too bright, or green, or flashing, last of which I have a video of. Restarting usually fixes this, but it shouldn't happen.

image

@SadmL
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SadmL commented Oct 20, 2024

#167 (comment)
After some time 20GB download has returned. It starts when launcher shows "Play" button active.
Steam restart repeats the cycle.

@p4ssen
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p4ssen commented Oct 31, 2024

Fcitx5 (input method) can't put text into in-game chat or any in-game text box.
For example:
Helminth(an item-consuming character build system requiring player typing "confirm" in their client language).
Inventory search.

Copy and paste text from another app is possible. But sometimes ctrl+v also doesn't work.

@JustCryen
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Are you by any chance using bigpicture / gamepad when this is happening?

@p4ssen
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p4ssen commented Oct 31, 2024

Are you by any chance using bigpicture / gamepad when this is happening?

Keyboard and mouse only. And no big picture because I need to alt-tab to copy text from somewhere else.

@Postnozet
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Does anyone have the black texture in front of the gate in Cetus?

Знімок_20241109_214614

@braiam
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braiam commented Nov 12, 2024

Daily 20 GiB shader download are back.

@Postnozet I've only seen that when players use specific aesthetics items. On rare occasions, the "next" room doesn't load, and I'm stuck at the door.

@kisak-valve
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Warframe (230410) - Unstable frame rates after 40 minutes

Issue transferred from #8245.
@NoviceOtter posted on 2024-11-15T04:36:08:

Compatibility Report

  • Name of the game with compatibility issues: Warframe
  • Steam AppID of the game: 230410

System Information

I confirm:

  • [ X ] that I haven't found an existing compatibility report for this game.
  • [ X ] that I have checked whether there are updates for my system available.

steam-230410.zip

Symptoms

At the patch where the Warframe 1999 demo released I started experiencing frame rate issues in Warframe but only after about 30-40 minutes of playing. Up to then I get solid 60 frames per second then suddenly it becomes a laggy mess. I have checked for back ground processes starting or something similar but a simple quit and restart of Warframe resolves the issue. All game modes affect solo or online. I have tried Proton Experimental and 9.0-3. Changing graphics settings to minimum does not resolve the issue either. Verified PC is not overheating, max core temp was 55 so well below anything I would worry about, immediate restart also gives another 30-40 minutes of play before issues start again so 99% sure its not heat related. Uninstalled and reinstalled Warframe completely. Let shaders precompile in steam, skip shaders, disable shaders, all the same result. DX11 and DX12 same result.

Issues are not present when running the game in windows.

Reproduction

Start game, begin playing after about 30-40 minutes begin experiencing major frame rate instability resulting in very poor game play

@kisak-valve
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Hello @NoviceOtter, your symptom reads like ValveSoftware/steam-for-linux#11446. Check if the Steam overlay is enabled and working, otherwise, the workaround in that issue report might avoid the issue.

@NoviceOtter
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Thanks for pointing me to that thread. Definitely looks like the same issue as what I’m experiencing. Will try the work around tonight and will report back if it fixes it.

@atimeofday
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@NoviceOtter I believe I ran into the same issue, and was able to solve it by disabling steam game recording for specifically Warframe, without losing the steam overlay. I'm not personally sure how different that is from adding the LD_PRELOAD="" launch option, but it may be worth trying

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NoviceOtter commented Nov 16, 2024

@atimeofday @kisak-valve LD_PRELOAD="" and turning the steam overlay back on resulted in a complete fix

@braiam
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braiam commented Dec 3, 2024

Before it was 12-14GB of shaders, now it is 24GB of shaders. I only opened warframe last night after 3 days of not playing, why is this still happening? I am using Proton 9.0-3.
image

@NoviceOtter
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Anyone else having trouble loading after the game today, takes like 15 minutes to launch then fails to desktop.

@SadmL
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SadmL commented Dec 14, 2024

Nope, works fine. Only FPS is lower on new location (or tile set), but it is about DE optimizations.

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Game compatibility - Unofficial Games not expected to work without issues Regression Confirmed working on an older version of Proton XAudio2 Uses the XAudio2 subsystem
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