Filament

Filament

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toho May 22, 2020 @ 11:58pm
[Bug] Game crashes on early level
I keep crashing and can't progress with the game. The first tutorial levels worked without any problem. But the game keeps crashing when I interact with the puzzle "by the wall" as I'm told to do by the woman's voice on the radio. I am playing on Xubuntu 18.04 which is probably relevant for this.
Any help would be very much appreciated. I would love to continue ...
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Showing 1-15 of 17 comments
Spider May 23, 2020 @ 2:45am 
Hmm... (I'm not a dev for the game but) -

My experience with crashes has been due to my older GTX660 card, where puzzles work mostly, but picking up high quality textured items for inspection leads to crashing (like the comic in the same room by the window); though, some thought below that may help or may help devs or others that may respond. - In the early Demo version under Proton (on and old-ish Fedora system) I had some oddness with the doors not unlocking after completing puzzles until interacted with twice, but I don't think a crash at those moments.

Quick thoughts:
  • Try Verifying the download (just in case not tried).
    • Right-click on game in library; choose "Properties"; Then under the 'Local Files' tab use 'Verify Integrity of local files' or similar.
  • Make sure to cap the FPS at 60 or 120 in Graphics settings (for now preferably lower).
    • (if uncapped it may overwork/heat-up even good cards)
  • Consider changing settings to Low as a test (and 1024x768)
    • (if it might be a GPU related issues)
  • Consider testing in "Windowed" mode instead of Full Screen, or other way around.
    • (may crash when switching depending on the issue/system; but should start again)
  • Could try a new save file(slot) just in case something odd has happened (though I'd guess it may not be different in this case)?

If there is a setting/behavior that helps/works then that may help narrow down the type of issue. Interesting that it is the Puzzles (or just interaction with the anchor).

Questions that may help later:
  1. Has that "Anchor" ever provided a puzzle or does it crash every time?
  2. Is the crash immediate upon the Interact keypress, or does it give you a menu with white boxes like the other rooms (and is it selecting the level at that menu that causes the crash, or does it start to show the menu/puzzle then crash)? (just asking to be sure).
  3. Demo or Full version?
    • (Demo is Windows only still, I think; so we'd be dealing with Proton (Steam Play), which may be a bit different.)
  4. Had you played the Demo prior to Full on the same machine (old save file data maybe; how long ago if so)?
  5. What Graphics Card model?
    • (my gtx660 is a bit too old so I've seen some crashes).
    • (it may help devs or others with similar cards may confirm their experiences)
  6. Are you using the default Xfce Desktop on Xubuntu, or another desktop environment?
  7. Do you have any crash directories under here or your Xubuntu equivalent?
    $ ls ~/.config/Epic/Filament/Saved/Crashes/
    (this may be a bit early to ask about before trying things)
    (note: this path is different from the ~/.local/steam/... directory that has all the game data and screenshots etc)

That may be a bunch of questions as a start, so sorry if it's a bit daunting. I feel that if previous puzzles did play out and work and were not very choppy or crashing or having issues that it could be some odd bug. I'm not sure what would distinguish that "Anchor" (set of puzzles) as different than the others other than being the first formal puzzle set. So some of the questions may not fully apply (except in the cases like when I could pickup and inspect some items but not others, or after running around a bit that GPU memory space became an issue and next item would cause a crash; all due to my older card that is below the recommended specifications).

Could try waiting until the audio/subtitles are finished before accessing it (I think that one requires you to do that if you don't access it really quickly (which is probably not intended) but it's been a bit since I played that one. Most "Anchors"/puzzles once entered still continue to play any dialogue started prior to entering them (so may not matter).

If you have any questions or need a clarification due to my wording/question being odd then don't hesitate to ask.
Last edited by Spider; May 23, 2020 @ 3:08am
toho May 23, 2020 @ 4:00am 
1. and 2. It wasn't actually the levels causing the crash, but I think some collectibles. Whenever I interact with the magazine on the couch, in the first room where you hear the voice, it immediately crashes. I wrongly assumed those were the levels. So I can progress with the story, which is nice.

I tried a few of your suggestions. I lowered the graphics switched to Full screen etc. but it seems the bug persists.
7. I then had a look at the Crash folder and found that all my crashes are logged there. I attached the bug report below.

To answer the other questions: I use standard XFCE and my graphics card is a GeForce GTX 950. I am playing the full version. There was no demo version available for Linux.

Generating report for minidump Application version 4.24.2.0 ... built from changelist 0 OS version Linux 4.15.0-101-generic (network name: th-desktop) Running 6 x86_64 processors (12 logical cores) Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003" <SOURCE START> <SOURCE END> <CALLSTACK START> Filament-Linux-Shipping!UnknownFunction(0x1e2beed) Filament-Linux-Shipping!UnknownFunction(0x1f20e96) Filament-Linux-Shipping!UnknownFunction(0x2b02ff5) Filament-Linux-Shipping!UnknownFunction(0x2b03caf) Filament-Linux-Shipping!UnknownFunction(0x2b2dbd4) Filament-Linux-Shipping!UnknownFunction(0x2b2d799) Filament-Linux-Shipping!UnknownFunction(0x2b304a4) Filament-Linux-Shipping!UnknownFunction(0x2b32ffc) Filament-Linux-Shipping!UnknownFunction(0x2c15551) Filament-Linux-Shipping!UnknownFunction(0x2c0d2d5) Filament-Linux-Shipping!UnknownFunction(0x2502ffb) Filament-Linux-Shipping!UnknownFunction(0x24c7693) Filament-Linux-Shipping!UnknownFunction(0x27dd0a0) Filament-Linux-Shipping!UnknownFunction(0x27dd244) Filament-Linux-Shipping!UnknownFunction(0x1e18a3a) Filament-Linux-Shipping!UnknownFunction(0x1e186a2) Filament-Linux-Shipping!UnknownFunction(0x2c31451) Filament-Linux-Shipping!UnknownFunction(0x1e4dcb1) Filament-Linux-Shipping!UnknownFunction(0x1e3db6c) libpthread.so.0!UnknownFunction(0x76da) libc.so.6!clone(+0x3e) <CALLSTACK END> 0 loaded modules Report end!
Last edited by toho; May 23, 2020 @ 4:01am
Spider May 23, 2020 @ 6:10am 
Originally posted by toho:
1. and 2. It wasn't actually the levels causing the crash, but I think some collectibles. Whenever I interact with the magazine on the couch, in the first room where you hear the voice, it immediately crashes. I wrongly assumed those were the levels. So I can progress with the stor
y, which is nice.
I thought that might be the case; no worries. :) That's at least both a decent sign since you should be able to progress though the puzzles/game plot itself, also since it sounds quite similar to my situation. - We may both have cards with 2GB of ram? Though yours is a few years newer (Maxwell vs this Kepler 660). I'm not sure that I have an answer or good workaround but it seems that we've found multiple occurrences of something similar, if not the same; which is a good start. We may follow up with the devs or try a few things.

Originally posted by toho:
I tried a few of your suggestions. I lowered the graphics switched to Full screen etc. but it seems the bug persists.
Yeah, the Comic is one of the tougher ones. For my under-spec card I either run windowed at actual 1024x768 if I want to pickup items, and or without Gnome3 (it eats up a ton of video memory on it's own with the compositor etc) and instead with very minimal mwm from openmotif; fluxbox did not like fullscreen on plain Xorg but I did not play with it much.

Originally posted by toho:
To answer the other questions: I use standard XFCE and my graphics card is a GeForce GTX 950. I am playing the full version. There was no demo version available for Linux.
Thank you for the clarifications :) I think they may help with tracking this.

As for this crash - It is similar to my past ones on picking up items when VRAM of the card was very low. It ended up as a segfault (SIGSEGV) with the same address, though I think this is an exception that Unreal or the libraries generated. The top bits of the stacks all had similar addresses for my crashes. I'll try to recheck yours against mine. I may paste a few snippets of my notes from a few weeks ago just for comparison.

Originally posted by toho:
Generating report for minidump Application version 4.24.2.0 ... built from changelist 0 OS version Linux 4.15.0-101-generic (network name: th-desktop) Running 6 x86_64 processors (12 logical cores) Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003" <SOURCE START> <SOURCE END> <CALLSTACK START> Filament-Linux-Shipping!UnknownFunction(0x1e2beed) Filament-Linux-Shipping!UnknownFunction(0x1f20e96) Filament-Linux-Shipping!UnknownFunction(0x2b02ff5) Filament-Linux-Shipping!UnknownFunction(0x2b03caf) Filament-Linux-Shipping!UnknownFunction(0x2b2dbd4) Filament-Linux-Shipping!UnknownFunction(0x2b2d799) Filament-Linux-Shipping!UnknownFunction(0x2b304a4) Filament-Linux-Shipping!UnknownFunction(0x2b32ffc) Filament-Linux-Shipping!UnknownFunction(0x2c15551) Filament-Linux-Shipping!UnknownFunction(0x2c0d2d5) Filament-Linux-Shipping!UnknownFunction(0x2502ffb) Filament-Linux-Shipping!UnknownFunction(0x24c7693) Filament-Linux-Shipping!UnknownFunction(0x27dd0a0) Filament-Linux-Shipping!UnknownFunction(0x27dd244) Filament-Linux-Shipping!UnknownFunction(0x1e18a3a) Filament-Linux-Shipping!UnknownFunction(0x1e186a2) Filament-Linux-Shipping!UnknownFunction(0x2c31451) Filament-Linux-Shipping!UnknownFunction(0x1e4dcb1) Filament-Linux-Shipping!UnknownFunction(0x1e3db6c) libpthread.so.0!UnknownFunction(0x76da) libc.so.6!clone(+0x3e) <CALLSTACK END> 0 loaded modules Report end!

One other quick question, I think there is another line in another Report file which also pairs with the SIGSEGV and hints at possible memory issues, let me pull up that example....

**1.** Do you have anything like this in your 'CrashContext.runtime-xml' ?
Out of Device Memory, Requested=16384.00Kb MemTypeIndex=7

A snippet from my larger scratch notes at pastebin below

Mostly, this is a group of 41 crashes with stacks merged together as an overview. Note: a couple were from when playing the demo on linux with Proton, so there are a few odd-ball ones that had a lower number of occurrences (throwing off the summary a bit).

Not as important unless trying to grok the technical thoughts/output, though it's mostly vague and guesswork without symbols or trying to disassemble and further poking. (The first numbers are counts of the number of times across all 41 that that exact line was seen. The numbers like 13: or 14- 15- are just line numbers (so they are kinda offset frame numbers; 14 would be #0 15#1 and so on); This bit is a bit more technical but wanted to toss in clarifi
cation about what I was looking at at the time.)

The important part is the question above about the xml named file, and the fact that you can use nvidia-smi or nvidia-settings to try and get a very generalized view of the memory usage on the GPU side. It may or may not be correlated with this crash. Though I suspect it might be. Your observations from commands like these on memory usage when playing might be useful to know if it's bordering the edge (though that could also be ok...).[/b] I've n
ot seen anyone else report what I've seen and what you are likely also seeing (VRAM related or otherwise). :lunar2020thinkingtiger:

This was back in April so I need to dig around and find the past data as it may have rotated; or just to recreate a new crash and provide that for comparison, but your stack also has the top 6 matching the majority of my stacks (if not always for the same crash, I had a few different ones back then during Demo and early Full release) based on my past summary view. As noted below, the first couple are likely just signal/exception handling so might b
e expected to be similar, but a bit further down is likely where things went wrong and also may vary. Maybe the failure to allocate was not handled by the engine/game (or not really possible to handle gracefully regardless).

A few may be from when switching between windowed mode, but most retained are from the described issue:
$ ls ~/.config/Epic/Filament/Saved/Crashes/crashinfo-Filament-pid-* -d | wc -l
41

Currently it's a gamble on if the item is a collectible and usually I delay pickup so I can consolidate my crashes/interruptions and can finish listening dialogue. >.>

$ grep -E 'STACK START|^Exception' -A1 --no-group-separator ~/.config/Epic/Filament/Saved/Crashes/crashinfo-Filament-pid-*/Diagnostics.txt -h | sort | uniq -c 41 41 <CALLSTACK START> 41 Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003" 41 Filament-Linux-Shipping!UnknownFunction(0x1e2beed)

For the first 6 frames of the stack (obviously no symbols):

$ grep -n 'STACK START' -A6 ~/.config/Epic/Filament/Saved/Crashes/crashinfo-Filament-pid-*/Diagnostics.txt -h | sort | uniq -c 40 -- 41 13:<CALLSTACK START> 41 14-Filament-Linux-Shipping!UnknownFunction(0x1e2beed) 41 15-Filament-Linux-Shipping!UnknownFunction(0x1f20e96) 40 16-Filament-Linux-Shipping!UnknownFunction(0x2b02ff5) 1 16-Filament-Linux-Shipping!UnknownFunction(0x2b4c2c2) 1 17-Filament-Linux-Shipping!UnknownFunction(0x2af5801) 4 17-Filament-Linux-Shipping!UnknownFunction(0x2b00f56) 36 17-Filament-Linux-Shipping!UnknownFunction(0x2b03caf) 4 18-Filament-Linux-Shipping!UnknownFunction(0x2b0036f) 36 18-Filament-Linux-Shipping!UnknownFunction(0x2b2dbd4) 1 18-Filament-Linux-Shipping!UnknownFunction(0x2b4df7e) 36 19-Filament-Linux-Shipping!UnknownFunction(0x2b2d799) 4 19-Filament-Linux-Shipping!UnknownFunction(0x2b4c3ae) 1 19-Filament-Linux-Shipping!UnknownFunction(0x2b4f5a8)
(first number is unique count, second is Diagnostics.txt line number ie. relative to frame number; frame+14, #0 indexed)

Thus top 2-3 frames seem to be in the same place, unsure if that is minidump/signal-handler-or-exception/unreal-bits or area of concern (external libc only noted early on with clone()). I might guess around 0x2b03caf (frame3{+14}) or lower in the stack, but not familiar with the application, it may be a bunch of engine frames near the top.)


It could be due to low memory on my system, but it seems the end result is SEGV at a very small address.

I'll try killing off gnome-shell and unneeded things on this test system with 6GB of physical ram or finding a bit more memory.

Hmm...

<ErrorMessage>LowLevelFatalError [File:Unknown] [Line: 279] Out of Device Memory, Requested=16384.00Kb MemTypeIndex=7 0x0000000002d03cb0 Filament-Linux-Shipping!UnknownFunction(0x2b03caf) 0x0000000002d2dbd5 Filament-Linux-Shipping!UnknownFunction(0x2b2dbd4) .... $ grep -n 'Error' -A1 --no-group-separator ~/.config/Epic/Filament/Saved/Crashes/crashinfo-Filament-pid-*/CrashContext.runtime-xml -h | sort | uniq -c 40 10:<ErrorMessage>LowLevelFatalError [File:Unknown] [Line: 279] 1 10:<ErrorMessage>LowLevelFatalError [File:Unknown] [Line: 772] 1 11-Out of Device Memory, Requested=13440.00Kb MemTypeIndex=7 1 11-Out of Device Memory, Requested=15120.00Kb MemTypeIndex=7 21 11-Out of Device Memory, Requested=16384.00Kb MemTypeIndex=7 2 11-Out of Device Memory, Requested=24576.00Kb MemTypeIndex=7 5 11-Out of Device Memory, Requested=32768.00Kb MemTypeIndex=7 1 11-Out of Device Memory, Requested=4096.00Kb MemTypeIndex=7 1 11-Out of Device Memory, Requested=4536.00Kb MemTypeIndex=7 7 11-Out of Device Memory, Requested=8192.00Kb MemTypeIndex=7 1 11-Out of Device Memory, Requested=9800.00Kb MemTypeIndex=7 1 11-Result failed, VkResult=-4 2 31:</ErrorMessage> 2 32-<CrashReporterMessage></CrashReporterMessage> 14 33:</ErrorMessage> 14 34-<CrashReporterMessage></CrashReporterMessage> 6 34:</ErrorMessage> 6 35-<CrashReporterMessage></CrashReporterMessage> 10 36:</ErrorMessage> 10 37-<CrashReporterMessage></CrashReporterMessage> 9 37:</ErrorMessage> 9 38-<CrashReporterMessage></CrashReporterMessage>
Despite the thread's stack showing all content beyond early pthread/clone related calls, there could be something outside that in relation to my distro side library versions.

I'll do a set of updates to see if this changes anything, after first trying to drop graphics quality etc for a few tests.


With lowest settings (and at 1024x768) item view does show up and work, left open for a while and returned and clicked it and it crashed. Just before Sun 26 Apr 2020 04:23:51 AM EDT. I then relaunched.

$ nvidia-settings -q all | grep -E 'Attribute.*emory' Attribute 'GPUMemoryInterface' (localhost.localdomain:1.0): 192. Attribute 'TotalDedicatedGPUMemory' (localhost.localdomain:1[gpu:0]): 1999. Attribute 'UsedDedicatedGPUMemory' (localhost.localdomain:1[gpu:0]): 1964. Attribute 'GPUMemoryInterface' (localhost.localdomain:1[gpu:0]): 192. Attribute 'GPUUtilization' (localhost.localdomain:1[gpu:0]): graphics=53, memory=22, video=0, PCIe=2 $ nvidia-smi Sun Apr 26 04:25:31 2020 +-----------------------------------------------------------------------------+ | NVIDIA-SMI 440.44 Driver Version: 440.44 CUDA Version: 10.2 | |-------------------------------+----------------------+----------------------+ | GPU Name Persistence-M| Bus-Id Disp.A | Volatile Uncorr. ECC | | Fan Temp Perf Pwr:Usage/Cap| Memory-Usage | GPU-Util Compute M. | |===============================+======================+======================| | 0 GeForce GTX 660 Off | 00000000:08:00.0 N/A | N/A | | 39% 55C P0 N/A / N/A | 1962MiB / 1999MiB | N/A Default | +-------------------------------+----------------------+----------------------+ ....snip.... $ lspci | grep VGA 08:00.0 VGA compatible controller: NVIDIA Corporation GK106 [GeForce GTX 660] (rev a1)

It still crashes regularly. Say it works once then I run around and pickup the same item, and it then crashes.

It looks as though I'm pushing the memory limits for this card. Though it seems to play many games just fine an regular settings or high on older games.

When not running the game; just steam client and window manager etc.

$ nvidia-settings -q all | grep -E 'Attribute.*emory' Attribute 'GPUMemoryInterface' (localhost.localdomain:1.0): 192. Attribute 'TotalDedicatedGPUMemory' (localhost.localdomain:1[gpu:0]): 1999. Attribute 'UsedDedicatedGPUMemory' (localhost.localdomain:1[gpu:0]): 453. Attribute 'GPUMemoryInterface' (localhost.localdomain:1[gpu:0]): 192. Attribute 'GPUUtilization' (localhost.localdomain:1[gpu:0]): graphics=25, memory=4, video=0, PCIe=21 $ nvidia-smi Sun Apr 26 04:37:04 2020 +-----------------------------------------------------------------------------+ | NVIDIA-SMI 440.44 Driver Version: 440.44 CUDA Version: 10.2 | |-------------------------------+----------------------+----------------------+ | GPU Name Persistence-M| Bus-Id Disp.A | Volatile Uncorr. ECC | | Fan Temp Perf Pwr:Usage/Cap| Memory-Usage | GPU-Util Compute M. | |===============================+======================+======================| | 0 GeForce GTX 660 Off | 00000000:08:00.0 N/A | N/A | | 34% 47C P0 N/A / N/A | 451MiB / 1999MiB | N/A Default | +-------------------------------+----------------------+----------------------+ ....snip....

This is likely not fully representative of usage but is an initial check.

The archive cards still cause the crash each time But the Crow vhs tape was ok the first time before wandering.

_____________________________

These are some of the full scratch notes from the end of April
https://pastebin.com/raw/jUm05FZw

They meander a bit and I did not finish poking around and cleaning them up. I had started to accept that this older card/system was not quite enough, so I focused instead on having fun playing the puzzles and reporting other bugs that were more likely to affect all platforms. Though it looks as though this may still be worth a discussion. :)
Spider May 23, 2020 @ 6:11am 
(I wish we had collapsing spoiler/TLDR tags to hide some verbosity here...)

Thoughts at the moment:
  1. (from above) Do you have anything like this in your 'CrashContext.runtime-xml' ?
    Out of Device Memory, Requested=16384.00Kb MemTypeIndex=7
  2. It may be worth checking on GPU VRAM usage
    • (and note closing other applications like Web Browser etc can help save some, so can throwing away Gnome3 in my case; more minimal than Xfce might be inconvenient but might confirm or help and be worth it to avoid crashing)
    • For checking on GPU memory (general-ish detail) these may help:
      $ nvidia-smi $ nvidia-settings -q all | grep -E 'Attribute.*emory'
      nvidia-smi usually comes from the CUDA related packages, nvidia-settings will likely already be there if using NVIDIA proprietary in some form. (ex. I used it to confirm replacing Gnome3 would save a bunch; and the delta for various items or state prior to a crash; I have more output samples/scenario data somewhere.)
  3. I believe what helped me avoid the crashes for most items (comic worked sometimes):
    • Reduce quality settings to low to not have high textures resolution etc.
    • Close out most other applications :( Switch to minimal window manager that shows a good reduction in GPU memory usage... :winter2019saddog:
    • Planning when it will crash (wandering environments builds up textures/etc; complete puzzles before picking up an item if it might crash; remember which ones were memory intensive or take screenshot prior to rotating item to keep for later.)

It could also be good to enable the Steam overlay's FPS feature so you can see if you are dropping under 60 or 30 fps at times or on average; just a general idea of card performance, though it is likely similar to mine. (Steam Settings -> In-Game -> In-game fps counter). Though this is less related to the crash/memory issue but may help judge how well the game is doing at various times of odd behavior.

One big thing is that I've not fully updated Fedora 31. It's the latest non-beta but 32 is near. (It was mostly but not fully updated back in April.) When I started testing and seeing the issues I tried not to change anything in case I later was to report and investigate. I'm not sure that the updates to nvidia driver version or other OS side libraries could be in play (the stack does not help too much, though maybe I can enable some verbose output from libraries similar to opengl; bleh. nvidia proprietary).

I'll see if I can come up with anything and may list the driver version details etc. Need to free some space on the OS disk to do updates and time to poke around a bit more.

Hopefully a dev may chime in, but we can try to get attention later if not. (I did not at first as I figured it was just me with my old-gen card; which may still be similar but at least it's multiple instances.)

A snippet from the top of my pastebin so that it's here and more read-able, albeit at the bottom of the comment (adapted slightly; though still rambling since it was just a past uncleaned draft)

[bug] Crash every time an item is picked up (Linux/me specific?)

Issue: Game crashes immediately upon picking up any higher-textured item (collectable/view-only). Every time almost every time for larger items (possibly when VRAM is low); which makes it a bit of a pain point currently previously if not on lowest settings with most VRAM eating applications closed except the game.

The item never shows on screen; the drop down text noting the item was acquired starts to show but then it crashes right after; screen never changes to show the zoomed in item. Item does end up in inventory (if collectable) after starting the game again. (Sometimes the item will show on screen but soon crash after rotation. Wandering more detailed areas builds-up and thus items that may be viewed on game start may cause the crash.)

Environment: Content-BuildID: 4944142 (Back in April 26th; still an issue today May23rd); Linux (Fedora 31; missing some recent updates though) I can provide kernel version and other library details if ever relevant and if not seen in your own testing on a linux variant, and can do an update later (though hesitated to change too many things at the same time).

I'm not sure if others are seeing this behavior since it has not been noted(it may be specific to this system, OS systems with older cards with 2GB VRAM or hitting their GPU mem limits), though Verify Files checks out with no issue. This did not happen during my testing of the Demo via Proton(Steam Play), but seems to be occurring both before and after the recent update. (recent was Apr. 26th-ish; still seen in current build)

I remember seeing a sticky thread about an issue with a crash where temporary mitigation was something like reloading the save file and quitting successfully (fixing it after the first crash); though the other day I tried to start a new game and then switch back and quit cleanly etc and it had no effect on this behavior.
....snip....

Oh right, playing the Demo via Proton (wine/dxvk layers) of Steam Play, the Comic/Magazine at the first window did NOT cause a crash. I was able to read the cipher on that one at the time :) Now I rage against this aging GPU :steammocking: :steamfacepalm: (to put that out of context).
Last edited by Spider; May 23, 2020 @ 6:20am
Spider May 23, 2020 @ 6:29am 
Sorry for the triple post. Just want to be sure this is not overlooked as I'm editing the comment at a later time.

@toho: Oh - while this may not be all that encouraging, it may be helpful. If you'd like to try and do some of the hidden puzzles that are not environment but are items that you must pick up, there are some Steam Guides that were put together which are Just screenshots of the items (not the solutions). It is worth picking up the Archive cards for achievements and to enter for plot related e-mails (the cards that have peoples name and a password on them that show at the computers). Any of the Wayfar cards are mostly supplemental and add to the Corrupted puzzles, but they usually show ok when viewed at the terminal, sometimes they may crash if you are really low on VRAM (assuming again that that is the correlation). - Just beware that the Guide with screenshots also at the same time exposes/spoils the action/challenge of -finding- the environment puzzles yourself (realizing they are there) but really they are extra things, and the games main puzzles are a lot of fun, and plot details come in the audio and then in password entry of Archive cards which lets you read emails between the characters (not that big of a spoiler just unsure if you've found those or not).

Lastly, if you play with video settings and desktops and find one that the game fails to open on after setting some resolution/setting. Config files are located here as you may have seen when looking for the crash details "~/.config/Epic/Filament/Saved/Config/LinuxNoEditor/"
Last edited by Spider; May 23, 2020 @ 6:33am
toho May 23, 2020 @ 6:30am 
It seems to be the same problem.
From my CrashContext.runtime-xml:
Out of Device Memory, Requested=32768.00Kb MemTypeIndex=7
toho May 23, 2020 @ 6:34am 
Yeah. My card also has 2Gbyte of RAM
Spider May 23, 2020 @ 6:37am 
Originally posted by toho:
It seems to be the same problem.
From my CrashContext.runtime-xml:
Out of Device Memory, Requested=32768.00Kb MemTypeIndex=7
Thanks! Also bummer... though now I'm motivated to follow up.

There may be some settings for Unreal to allow it to keep more crash report details. The minidump related files I had looked at in the past were all very small but I was not sure if they had been deleted/cleaned up since it was only a while after the crashes that I started looking at them.

I'll give it a bit to see if the devs follow up here with any thoughts. Though they like to use Discord, and the initial rush of players on steam has slowed down with the first batch finishing off most/all puzzles. I don't actually use discord unless I really have to, but that may be the next steps later. Just in case we determine if it's something simple to fix even if due to limited hardware resources. If I do updates and find anything changes in the future I'll be sure to reply back here as well.
toho May 23, 2020 @ 9:52am 
Very cool. Thanks. If you need any more information or testing on my system let me know.
Sir Digby Chicken Caesar  [developer] May 26, 2020 @ 4:51am 
Sorry for the delay responding to this, I'm pretty confident that the crashes are as a result of unreal handling rendering two scenes at once and compositing them together and not doing a very good job of it on linux, this is also a problem on other platforms where performance is greatly reduced during item inspection and is something we're working on addressing at the moment (the new system will only render one scene so shouldn't have the same performance complications).

something that would be helpful to know; do the crashes also occur if you interact with a terminal? we use a similar trick there to let us do interesting effects on the screen which ideally we don't want to have to rework, but if that also crashes I'll make sure that the same performance changes are added as an option to the terminal
toho May 26, 2020 @ 12:27pm 
Hi Sir Digby,

I have no problems with the computer terminal. It never crashed even on high settings.

And I can confirm that the workaround of lowering the graphics settings helps, like Spider reported. But yeah it looks meh then. So it's really awesome that you are working on this. Thanks.
Last edited by toho; May 26, 2020 @ 12:27pm
Spider May 27, 2020 @ 11:49pm 
No worries mostly overlapping with the weekend on my side. I just caught up now as I was redeploying something and had the Steam client closed out for a while. This is just a follow up with some clarifications, not much new beyond details about crash scenarios which may not be as critical to note, but may help.

Originally posted by Sir Digby Chicken Caeser:
something that would be helpful to know; do the crashes also occur if you interact with a terminal? we use a similar trick there to let us do interesting effects on the screen which ideally we don't want to have to rework, but if that also crashes I'll make sure that the same performance changes are added as an option to the terminal

To confirm here, it's the same for me - hadn't happened at the terminals. I can't remember any crash at the Terminal; I'm pretty sure it never did for me. Picking-up/rotating an Archive card can lead to the crash (sometimes ok), but they've always been ok at the Terminal, motivating the recommendation to Toho to still grab them for later. - I've never monitored GPU resources at the Terminal for comparison, actually. Though the old Demo via Proton was sluggish when entering passwords at the Terminal (that was also before I started setting quality settings lower).

That was also my past concern, that two separate scenes and high quality textures may be related; though I figured the Terminal might be done that way too (only slight contradiction in relation, given no crashes). It's possible it's less strain or something else unique to the implementation of non-terminal view. Like the whole level background vs a more narrow view with less/less-varying content when at the terminal walls or smaller rooms. (Though if it's just an item alone, maybe that's not much beyond it's own quality and then scene overhead.) Mostly my random guessing to guide what I might look at/try/observe.

Items/scenarios of crash/non-crash

The below may just be tipping points, and may not help much to describe which items/scenes, but I figured it may give some extra perspective in case it helps.
  • The Crow VHS tape can often be picked up without a crash (or just after a crash, before wandering a bunch),
  • and books are sometimes ok (I really like their old journal style and textured covers :),
  • but the Comic/Zine at the window in the beginning is one that almost always is an issue for me (I'm not sure if it's ever worked since the Demo under Proton for me). I think it's similar for the crypto message in the cryochamber, though I managed to squeeze that one out to screenshot.
  • (The Comic did take a bit to load on same hardware when on Proton in the demo, though I'm not sure it crashed for that action; I did have it crash a few time in the Demo for other things like resolution size/mode change etc, which I took as separate.
  • I can't remember if it happened for Canary's card in the Demo(Proton); the Wayfarer card was ok at the time, I think.
The fact that I don't remember Proton crashing for these scenarios (just delay in loading them) had me wondering several different things regarding relation to that fact. I'd need to re-confirm before relying on any meaning from that, as it's been a month, though I definitely was able to rotate the Comic and check it out and read the message(s).

Otherwise, at the Terminal -
I don't believe we can rotate (only "zoom") with the mouse while at the terminal, which may not make much of a difference given that most of the time the non-terminal crashes are before the item can make it onto the screen; though, sometimes it can load and be rotated a bit before a crash. (rotation is possible at non-terminal view times that don't lead to a crash on load/interaction.) I mention this just in case I had overlooked a way to rotate the items while at the Terminal, as I've not tried that if that is an option (only used the zoom perspective); and mention it in case that implementation difference could be related. Flipping through Archive cards at the terminal is no issue, though occasionally input stutter/lost on a key press that I may be pressing to flip the card too soon in an animation (while trying to quickly rotate through them). During the Demo in Proton the terminal was one other place it was a bit sluggish to respond to my input of passwords (this was before I was setting resolution and settings to low etc), as might be expected.

General thoughts / testing

While it sounds as though it may be non-windows specific, if it would be useful for perspective, I'm not sure it's needed but I may be able to:
  • Test again with Proton+Demo - I believe I still have an old copy of the Demo files, or can trick it and run Full Windows binaries via Proton if testing any of that would be useful. (Mostly to confirm if Comic and other items cause crashes.
  • Later test on Windows (Full game) and the same gpu but newer cpu for comparison;
As for my testing with a newer GPU, that may be a bit messier.
  • Other cards I have laying around are mostly Quadros or misc older amd/nvidia ones. (I don't think anyone wants to try to see a Matrox card attempt this as it would not get very far. haha :winter2019joyfultearsyul:
  • A close friend that could run Filament has a much newer gpu, but mostly runs all games in a Windows VM with passthrough, unsure if testing outside that confinement (or the time to do so) is an option. I'd be calling for a favor; and hassle of any time to gather data.
Mostly it's likely about the borderline scenario and not so much the higher end cards (even if they would see the same resource use and just not be impacted), I'd guess; unless it's always directly tied to bordering the 2gb vram limitations. (Maybe too many variables changing except for a test with the same card on Windows etc.) I only think of testing different scenarios just from my outside perspective to help with narrowing things down any, and since I can likely do some technical footwork/profiling.

If any other questions come up or if testing with the same GPU on a Windows system or if it's thought that testing any other scenario (or on Windows as I may be able to make that happen), then feel free to let me know. I'm not sure how soon some scenarios can be done but I can make that effort. The 'day' job and some family things have slowed me down a bit, though if I find anything else of use in the mean time then I'll update again.

Last edited by Spider; May 27, 2020 @ 11:51pm
Sir Digby Chicken Caesar  [developer] Jun 15, 2020 @ 4:45am 
Yesterdays update pushed the changes to the interact system, you should see increased performance across the board, let me know if you see any improvements and if there are any problems with the new implementation
toho Jun 15, 2020 @ 11:22am 
Awesome. I did buy a new graphics card Saturday (GTX 1650S, 4Gb VRAM) and haven't had any problems with the game since. I am now tempted to plug in the old one and see if that also works...
Last edited by toho; Jun 15, 2020 @ 11:22am
Spider Jun 19, 2020 @ 4:10pm 
I've not had a chance to test the newer version, but this is much appreciated. I'll do that and follow up maybe over this weekend.

I have a bunch of vktrace layer data and some vram pool resource usage statistics (and various frame/stack-frame dumps with addresses that likely no longer match the latest version) from a fully updated Fedora (but not very latest upstream nvidia binaries) two weeks ago or more before I went MIA, that I can use in comparison.

Unfortunately we had a serious family emergency which we're still coping with, but the urgency is mostly past at this point :winter2019sadyul:, and I'd not had a chance to post any previous summary details. It's mostly observations that reflect the limit being hit. With the newer version I'll be able to compare them and report back. Quick notes below are general and mostly reflect expected observations.

Typically I would trigger the VK_ERROR_OUT_OF_{POOL,DEVICE}_MEMORY part way through some activity during a vkAllocate{DescriptorSets,Memory}(), where most pools were full and not too fragmented; and indeed the device was out of memory; usually needing a new pool around that same time. With device_local memory pool type's 7 holding the majority, and is what we were seeing in the past for the crash report. -- In my cases I'd trigger it by picking up the Comic in the first room/anchor window area, wandering the map/floor, accessing one Terminal, then returning to pick-up the Comic; where at times an alt-tab was needed to trigger the results when the 'pause' menu would come up while still holding the Comic. All done with a very minimal mwm xinit session and some remote gdb and a few other tracing tools (remote at times). Though as noted in the past it could be triggered just picking up items etc.

As non-important side comments
  • indeed the SEGV is just the exception handling of Unreal triggering the final crash, where it gathers the details about the out-of-memory issue and dumps details. I did not get as far as hacking some vulkan extension behavior regarding budget reported as it did look legitimately at the limits (initial concern about an OS/nvidia side libs issues; quick checks over changelogs, etc).
  • I'd 'nop'd and tweaked a few things to try and get around the RenderThread HeartBeat timeouts while layer-tracing/dumping (prior to outright disabling it with `-noheartbeatthread`) and for some testing, but most of those notes are me getting familiar with the flow and not as useful to others.

I'll be sure to follow up (at least some time in the future) with if it helps with my original hardware configuration, and if i find anything noteworthy when comparing the latest version details to the older one; just for the sake of documenting it for later reference. Thank you again.

Last edited by Spider; Jun 19, 2020 @ 4:18pm
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