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BeamNG.drive (284160) #1237

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jh97uk opened this issue Sep 4, 2018 · 203 comments
Open

BeamNG.drive (284160) #1237

jh97uk opened this issue Sep 4, 2018 · 203 comments
Labels
Game compatibility - Unofficial Games not expected to work without issues Regression Confirmed working on an older version of Proton

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@jh97uk
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jh97uk commented Sep 4, 2018

It launches fine, switches to full screen at which point its black.... Then it crashes and the BeamNG crash reporter comes up: https://gist.github.com/JamesHealdUK/2497ce5b2c5c123d4ad5878ed1042e67

Steam generates a huge ass log file for it too (16mb big!) https://gist.github.com/JamesHealdUK/478e3dc53c14a2168a05ba5a0755d729
Tried with both esync enabled and disabled to no avail.

@kisak-valve kisak-valve added the Game compatibility - Unofficial Games not expected to work without issues label Sep 4, 2018
@kisak-valve kisak-valve changed the title Beam NG Launches but full black screen and crash Beam NG Launches but full black screen and crash (284160) Sep 4, 2018
@tele1
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tele1 commented Sep 5, 2018

Beam NG installed from Steam, not working for Steam.
But working with Wine "Wine Staging 3.14"

just run command from place with game

wine BeamNG.drive.exe

test it, have fun. 😄

Tested on Hardware & Software:
OS: Linux Mint 18.3 Sylvia 64bit
DRIVER: NVIDIA 396.54 from repository
deb-src http://ppa.launchpad.net/graphics-drivers/ppa/ubuntu xenial main
GPU: Nvidia GTX 660
CPU: i5-3470
STEAM: Beta / Proton 3.7-5
also
Wine Staging 3.14 from repository
deb https://dl.winehq.org/wine-builds/ubuntu/ xenial main

confirmed it also on the website where is list of tested games by Steam Beta users
( "Steam Play Compatibility Reports" , I get this link from other user )
https://docs.google.com/spreadsheets/d/e/2PACX-1vQ3_odz8JzEVK80vkku-b6FsICWb45xGf4VYnzYz5cNSMVQ-5BA2WoHBGAScw96MgLj1ONA7Cx0tyGa/pubhtml#

Inside this website (... docs.google ...) you have
on the top a link to report your tests.

@bfayers
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bfayers commented Sep 24, 2018

Just tested for myself and can confirm that via proton version 3.7-6 it black screens and crashes, using wine staging from winehq it works fine

@bfayers
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bfayers commented Sep 26, 2018

@tele1 The crash seems to be due to wine-mono/gecko being missing. Following this: https://www.reddit.com/r/wine_gaming/comments/8r6low/guide_how_to_install_net_45_on_64bit_prefixes/ makes it work but when launching via steam it seems to remove any custom additions to the prefix.

@Maltahl
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Maltahl commented Nov 15, 2018

As of the new update last week beamng is unable to launch anymore with Wine 3.14+ and DXVK.
I suspect that the developer have changed something major since it wont go past splashscreen anymore on old working setups.

I get this in the console. Seems like some Nvidia API being used despite having an AMD GPU.

[1115/222729:ERROR:network_change_notifier_win.cc(159)] WSALookupServiceBegin failed with: 8 [1115/222729:ERROR:gpu_info_collector_win.cc(102)] Can't retrieve a valid WinSAT assessment. 0.00000|I|WinMain|launcher command line: Z:\media\maltahl\Storage\Games\SteamLibrary\steamapps\common\BeamNG.drive\BeamNG.drive.exe 0.00000|I|WinMain|launcher args (1): 0.00000|I|WinMain| - 0 = Z:\media\maltahl\Storage\Games\SteamLibrary\steamapps\common\BeamNG.drive\BeamNG.drive.exe 0.01834|D|baseFS|gameroot = 'Z:\media\maltahl\Storage\Games\SteamLibrary\steamapps\common\BeamNG.drive\' 0.01839|D|baseFS|userpath = 'C:\users\maltahl\My Documents\BeamNG.drive\' , Reason = Default path 0.18342|E|fixNvidia|NVAPI: Failed NvAPI_DRS_CreateSession 0.22181|E|fixNvidia|NVAPI: Failed NvAPI_DRS_CreateSession 1.79046|E|BNGBase::Power::setPowerSchemeMaxPerformance|Failed to get active performance scheme 1.84586|D|launchGame|launched, waiting for it now ... 0.00000|E|blacklist::Initialize|Failed to load and parse the settings file to get blacklisted DLLs 'Z:\media\maltahl\Storage\Games\SteamLibrary\steamapps\common\BeamNG.drive\settings\thirdpartyFilter.ini' Setting breakpad minidump AppID = 284160 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198035895524 [API loaded no]

@mrdev023
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It doesn't work for me. Error 0x00000001

@echozio
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echozio commented Dec 13, 2018

Game runs now with 3.16-5. I am however unable to change controls properly. Whatever changes I make do not register and then upon the next loading of some sort of resources (reload car, load a map, restart the game) only the last change I've made gets saved. I have to repeat this process for every button I want to change.

@echozio
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echozio commented Dec 14, 2018

It also crashes quite frequently, after loading maybe 5-7 different cars, not at the same time but in total over one session. Seemingly takes fewer cars to crash the game on bigger maps.

@ShaneTursam
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With Proton version 3.16-5 I can load and play the game but it is horribly slow no matter what graphic setting I choose. I'm using a I5-6500k and 960gtx. When running natively within Windows I can almost max everything and stay above 60fps. I have no idea what the issue is or what is bogging down but my GPU usage hovers at around 30% and my Quad core has all cores at about 70%. Any help would be appreciated, or if you have any settings I would be able to change for a performance increase I would be interested.

@ShaneTursam
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So my problem was I had to uncheck limit FPS, if I had it set to 60fps I would get around 20FPS. I also noticed that certain custom vehicles would cause the fps to crash pretty hard. Other than that things seem about normal for playing a game inside of wine instead of natively. Thanks for the hard work!

@daprice
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daprice commented Jan 16, 2019

I'm using a Logitech Momo racing wheel and force feedback only works under certain (bizarre) conditions. I have to be driving a non-power-steering variant of the Gavril Vanster (no other car works for this, power steering or not), and if at any point I drive a different vehicle, force feedback stops working until I restart the game. This means that to get it working in the first place, I had to open the Garage, load the "Drift Missile" or "Off-Road" Vanster, save it as the default vehicle, then quit and relaunch the game and play free roam. The only clue I have to help explain this is that with any other vehicle, DirectInputDevice::sendForceFeedback|Failed to start FF effect: DIERR_GENERIC appears in the in-game console, but that line doesn't appear when driving either of those two vans. None of the game's force feedback compatibility settings (update rate, fast/full updates, etc) seem to affect this phenomenon.

I also get frequent crashes, usually when loading levels or vehicles. It seems like larger maps (Italy and San Francisco, especially) crash on load the first few attempts but then start working (possibly something to do with caching? Clearing the game's cache makes the maps crash again)

@echoz28 I found that I could change multiple settings at a time, then immediately quit and relaunch the game and they'd all be saved (even though some of the changes didn't show up while I was changing them).

@kisak-valve
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Member

Hello @daprice, please copy your system information from steam (Steam -> Help -> System Information) and put it in a gist, then include a link to the gist in this issue report. Also, please add PROTON_LOG=1 %command% to the game's launch options, reproduce one of the crashes you are seeing, and drag and drop the generated $HOME/steam-$APPID.log into the comment box.

@daprice
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daprice commented Jan 16, 2019

@kisak-valve Steam System Information: https://gist.github.com/daprice/2ae2906d58f4e753554ab80d8e869640

Uncompressed, the proton log is 464MB! To get it small enough to upload I had to compress it with .tar.xz, then again with .zip so GitHub would take it (sorry!). Prior to this session, I cleared the game's cache. The log is of opening the game, choosing Play -> Free Roam -> Italy -> Default spawn, then the game shows its loading screen for a while, when it finishes loading it displays a few frames with a lot of missing scenery then crashes.
steam-284160.tar.xz.zip

Edit: Sorry, forgot to mention this is with Proton 3.16-6 beta

@daprice
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daprice commented Jan 16, 2019

Here's a separate log from testing the steering wheel force feedback issue (same System Information as my previous comment).

For this log, I opened the game, chose Play -> Free Roam -> Grid, Small, Pure map -> Default spawn with the Off Road Vanster as default vehicle, the game loads, when it's finished loading I move the wheel back and forth to test force feedback (it's working), then I switch to a different vehicle, the Ibishu Covet Beater, and move the wheel again (now force feedback is no longer working but wheel input still works), then I exit from the game. (thankfully this one only needed zip compression)
steam-284160.zip

@echozio
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echozio commented May 5, 2019

Seems to get stuck on a black screen for me, too. Tried launching through a terminal but there was no interesting output. I hear the little sound that you'd normally hear when you get to the main menu but the image remains completely black. Steam overlay works fine and shows that it's rendering the black screen at 1000+ FPS.

@BieHDC
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BieHDC commented May 6, 2019

The black screen issue is more of a general issue, the workaround by the devs fixed it for me.
https://www.beamng.com/threads/0-16-black-screen-issue-info-and-fix.62130/

@echozio
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echozio commented May 13, 2019

The black screen issue has been fixed in the most recent update for the game.

@kisak-valve kisak-valve changed the title Beam NG Launches but full black screen and crash (284160) Beam NG (284160) May 13, 2019
@BieHDC
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BieHDC commented May 16, 2019

The black screen issue has been fixed in the most recent update for the game.

To clarify, fixed as in they disabled the multi threaded renderer by default

@ghost
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ghost commented Aug 16, 2019

The game instantly crashes upon hitting "play game" under BeamNG.drive's launcher after the 0.17 update. I've tried launching the game with esync off, but it did not yield different results. It's worth noting that the previous version of the game worked flawlessly on my system.

@jmadden173
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I am having the same problem after the update to 0.17. The game launches then instantly crashes. Previous Versions worked perfectly.

@BieHDC
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BieHDC commented Aug 17, 2019

version 0.17 needs this patch https://source.winehq.org/git/wine.git/commit/a20295ce3ddde224f9d958f6a4e5d117528e9279
already talked with plagman and its going to get into the next proton release

@Djhg2000
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Djhg2000 commented Aug 18, 2019

version 0.17 needs this patch https://source.winehq.org/git/wine.git/commit/a20295ce3ddde224f9d958f6a4e5d117528e9279
already talked with plagman and its going to get into the next proton release

Unfortunately it seems that is not enough. I tried launching BeamNG through WINE Staging 4.14 (which is supposed to have the patch) and this is what I ended up with from the moment I pressed "Launch game" up until the crash reporter appeared:

Proton log snippet

00ca:fixme:powrprof:PowerGetActiveScheme (00000000,004ED504) stub!
00fe:fixme:thread:create_user_shared_data_thread Creating user shared data update thread.
00fe:fixme:ver:GetCurrentPackageId (0x22fcf0 (nil)): stub
00fc:fixme:thread:create_user_shared_data_thread Creating user shared data update thread.
00fc:err:winediag:wined3d_dll_init Forcing sample count to 0. This may not be compatible with all applications.
00fc:fixme:ntdll:EtwEventRegister ({47a9201e-73b0-42ce-9821-7e134361bc6f}, 0x16cc7c0, 0x17a2460, 0x17a2458) stub.
00fc:fixme:ntdll:EtwEventRegister ({58a9201e-73b0-42ce-9821-7e134361bc70}, 0x16cc7c0, 0x17a2498, 0x17a2490) stub.
00fc:fixme:ntdll:EtwEventRegister ({3fa9201e-73b0-43fe-9821-7e145359bc6f}, 0x16cc7c0, 0x17a2428, 0x17a2420) stub.
00fc:fixme:ntdll:EtwEventRegister ({1432afee-73b0-42ce-9821-7e134361b433}, 0x16cc7c0, 0x17a24d0, 0x17a24c8) stub.
00fc:fixme:ntdll:EtwEventRegister ({4372afee-73b0-42ce-9821-7e134361b519}, 0x16cc7c0, 0x17a2508, 0x17a2500) stub.
00fc:fixme:imm:ImmGetOpenStatus (0000000000111150): semi-stub
0100:fixme:thread:create_user_shared_data_thread Creating user shared data update thread.
0100:fixme:ntdll:EtwEventRegister ({47a9201e-73b0-42ce-9821-7e134361bc6f}, 0x18008c7c0, 0x180162460, 0x180162458) stub.
0100:fixme:ntdll:EtwEventRegister ({58a9201e-73b0-42ce-9821-7e134361bc70}, 0x18008c7c0, 0x180162498, 0x180162490) stub.
0100:fixme:ntdll:EtwEventRegister ({3fa9201e-73b0-43fe-9821-7e145359bc6f}, 0x18008c7c0, 0x180162428, 0x180162420) stub.
0100:fixme:ntdll:EtwEventRegister ({1432afee-73b0-42ce-9821-7e134361b433}, 0x18008c7c0, 0x1801624d0, 0x1801624c8) stub.
0100:fixme:ntdll:EtwEventRegister ({4372afee-73b0-42ce-9821-7e134361b519}, 0x18008c7c0, 0x180162508, 0x180162500) stub.
0100:fixme:imm:ImmGetOpenStatus (00000000000DC100): semi-stub
0100:fixme:ver:GetCurrentPackageId (0x22fcf0 (nil)): stub
0100:fixme:imm:ImmReleaseContext (0000000000000000, 0000000000000000): stub
0100:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0100:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0100:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0100:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0100:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0101:fixme:ver:GetCurrentPackageId (0x4d0fd80 (nil)): stub
00fc:fixme:ntdll:EtwEventRegister ({47a9201e-73b0-42ce-9821-7e134361bc6f}, 0x13f006d00, 0x13f057518, 0x13f057510) stub.
00fc:fixme:ntdll:EtwEventRegister ({58a9201e-73b0-42ce-9821-7e134361bc70}, 0x13f006d00, 0x13f057550, 0x13f057548) stub.
00fc:fixme:ntdll:EtwEventRegister ({3fa9201e-73b0-43fe-9821-7e145359bc6f}, 0x13f006d00, 0x13f0574e0, 0x13f0574d8) stub.
00fc:fixme:ntdll:EtwEventRegister ({1432afee-73b0-42ce-9821-7e134361b433}, 0x13f006d00, 0x13f057588, 0x13f057580) stub.
00fc:fixme:ntdll:EtwEventRegister ({4372afee-73b0-42ce-9821-7e134361b519}, 0x13f006d00, 0x13f0575c0, 0x13f0575b8) stub.
0110:fixme:shell:CustomDestinationList_QueryInterface not implemented for {00000003-0000-0000-c000-000000000046} (unknown)
0110:fixme:shell:CustomDestinationList_QueryInterface not implemented for {00000003-0000-0000-c000-000000000046} (unknown)
0110:fixme:shell:CustomDestinationList_QueryInterface not implemented for {00000019-0000-0000-c000-000000000046} (unknown)
0110:fixme:shell:CustomDestinationList_BeginList 0x5478f98 (0x95cfbcc {92ca9dcd-5622-4bba-a805-5e9f541bd8c9} 0x95cfbd8): stub
0101:fixme:winhttp:get_system_proxy_autoconfig_url no support on this platform
0101:fixme:winhttp:WinHttpDetectAutoProxyConfigUrl discovery via DHCP not supported
info:  Game: BeamNG.drive.x64.exe
info:  DXVK: v1.3.2-2
warn:  OpenVR: Failed to locate module
info:  Enabled instance extensions:
info:    VK_KHR_get_physical_device_properties2
info:    VK_KHR_surface
info:    VK_KHR_win32_surface
info:  AMD RADV POLARIS10 (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 8192 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 8192 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x6
info:      Memory Type[2]: Property Flags = 0xe
info:  AMD RADV POLARIS10 (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 8192 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 8192 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x6
info:      Memory Type[2]: Property Flags = 0xe
info:  AMD RADV RAVEN (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 64 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 3072 MiB
info:      Flags: 0x1
info:      Memory Type[0]: Property Flags = 0x7
info:      Memory Type[2]: Property Flags = 0xf
info:  AMD RADV RAVEN (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 64 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 3072 MiB
info:      Flags: 0x1
info:      Memory Type[0]: Property Flags = 0x7
info:      Memory Type[2]: Property Flags = 0xf
info:  Game: BeamNG.drive.x64.exe
info:  DXVK: v1.3.2-2
warn:  OpenVR: Failed to locate module
info:  Enabled instance extensions:
info:    VK_KHR_get_physical_device_properties2
info:    VK_KHR_surface
info:    VK_KHR_win32_surface
info:  AMD RADV POLARIS10 (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 8192 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 8192 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x6
info:      Memory Type[2]: Property Flags = 0xe
info:  AMD RADV POLARIS10 (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 8192 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 8192 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x6
info:      Memory Type[2]: Property Flags = 0xe
info:  AMD RADV RAVEN (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 64 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 3072 MiB
info:      Flags: 0x1
info:      Memory Type[0]: Property Flags = 0x7
info:      Memory Type[2]: Property Flags = 0xf
info:  AMD RADV RAVEN (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 64 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 3072 MiB
info:      Flags: 0x1
info:      Memory Type[0]: Property Flags = 0x7
info:      Memory Type[2]: Property Flags = 0xf
00fc:fixme:win:RegisterDeviceNotificationW (hwnd=0x40228, filter=0x22a040,flags=0x00000004) returns a fake device notification handle!
00fc:fixme:msg:pack_message msg 14 (WM_ERASEBKGND) not supported yet
00fc:fixme:msg:pack_message msg 14 (WM_ERASEBKGND) not supported yet
00fc:fixme:msg:pack_message msg 14 (WM_ERASEBKGND) not supported yet
info:  D3D11CoreCreateDevice: Probing D3D_FEATURE_LEVEL_11_0
info:  D3D11CoreCreateDevice: Using feature level D3D_FEATURE_LEVEL_11_0
info:  Device properties:
info:    Device name:     : AMD RADV POLARIS10 (LLVM 8.0.1)
info:    Driver version   : 19.1.4
info:  Enabled device extensions:
info:    VK_EXT_conditional_rendering
info:    VK_EXT_depth_clip_enable
info:    VK_EXT_host_query_reset
info:    VK_EXT_memory_priority
info:    VK_EXT_shader_stencil_export
info:    VK_EXT_shader_viewport_index_layer
info:    VK_EXT_transform_feedback
info:    VK_EXT_vertex_attribute_divisor
info:    VK_KHR_dedicated_allocation
info:    VK_KHR_descriptor_update_template
info:    VK_KHR_draw_indirect_count
info:    VK_KHR_driver_properties
info:    VK_KHR_get_memory_requirements2
info:    VK_KHR_image_format_list
info:    VK_KHR_maintenance1
info:    VK_KHR_maintenance2
info:    VK_KHR_sampler_mirror_clamp_to_edge
info:    VK_KHR_shader_draw_parameters
info:    VK_KHR_swapchain
info:  Device features:
info:    robustBufferAccess                     : 1
info:    fullDrawIndexUint32                    : 1
info:    imageCubeArray                         : 1
info:    independentBlend                       : 1
info:    geometryShader                         : 1
info:    tessellationShader                     : 1
info:    sampleRateShading                      : 1
info:    dualSrcBlend                           : 1
info:    logicOp                                : 1
info:    multiDrawIndirect                      : 1
info:    drawIndirectFirstInstance              : 1
info:    depthClamp                             : 1
info:    depthBiasClamp                         : 1
info:    fillModeNonSolid                       : 1
info:    depthBounds                            : 1
info:    multiViewport                          : 1
info:    samplerAnisotropy                      : 1
info:    textureCompressionBC                   : 1
info:    occlusionQueryPrecise                  : 1
info:    pipelineStatisticsQuery                : 1
info:    vertexPipelineStoresAndAtomics         : 0
info:    fragmentStoresAndAtomics               : 1
info:    shaderImageGatherExtended              : 1
info:    shaderStorageImageExtendedFormats      : 1
info:    shaderStorageImageReadWithoutFormat    : 0
info:    shaderStorageImageWriteWithoutFormat   : 1
info:    shaderClipDistance                     : 1
info:    shaderCullDistance                     : 1
info:    shaderFloat64                          : 1
info:    shaderInt64                            : 1
info:    variableMultisampleRate                : 1
info:  VK_EXT_conditional_rendering
info:    conditionalRendering                   : 1
info:  VK_EXT_depth_clip_enable
info:    depthClipEnable                        : 1
info:  VK_EXT_host_query_reset
info:    hostQueryReset                         : 1
info:  VK_EXT_memory_priority
info:    memoryPriority                         : 1
info:  VK_EXT_shader_demote_to_helper_invocation
info:    shaderDemoteToHelperInvocation         : 0
info:  VK_EXT_transform_feedback
info:    transformFeedback                      : 1
info:    geometryStreams                        : 1
info:  VK_EXT_vertex_attribute_divisor
info:    vertexAttributeInstanceRateDivisor     : 1
info:    vertexAttributeInstanceRateZeroDivisor : 1
info:  Queue families:
info:    Graphics : 0
info:    Transfer : 0
info:  DXVK: Read 1 valid state cache entries
info:  DXVK: Using 4 compiler threads
warn:  DXGI: VK_FORMAT_D24_UNORM_S8_UINT -> VK_FORMAT_D32_SFLOAT_S8_UINT
info:  Game: BeamNG.drive.x64.exe
info:  DXVK: v1.3.2-2
warn:  OpenVR: Failed to locate module
info:  Enabled instance extensions:
info:    VK_KHR_get_physical_device_properties2
info:    VK_KHR_surface
info:    VK_KHR_win32_surface
info:  AMD RADV POLARIS10 (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 8192 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 8192 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x6
info:      Memory Type[2]: Property Flags = 0xe
info:  AMD RADV POLARIS10 (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 8192 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 8192 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x6
info:      Memory Type[2]: Property Flags = 0xe
info:  AMD RADV RAVEN (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 64 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 3072 MiB
info:      Flags: 0x1
info:      Memory Type[0]: Property Flags = 0x7
info:      Memory Type[2]: Property Flags = 0xf
info:  AMD RADV RAVEN (LLVM 8.0.1):
info:    Driver: 19.1.4
info:    Vulkan: 1.1.90
info:    Memory Heap[0]: 
info:      Size: 64 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x7
info:    Memory Heap[1]: 
info:      Size: 3072 MiB
info:      Flags: 0x1
info:      Memory Type[0]: Property Flags = 0x7
info:      Memory Type[2]: Property Flags = 0xf
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR
info:    Buffer size:  1280x720
info:    Image count:  2
warn:  DXGI: MakeWindowAssociation: Ignoring flags
wine: Call from 0x7b454366 to unimplemented function api-ms-win-crt-private-l1-1-0.dll._o_floor, aborting
0125:fixme:thread:create_user_shared_data_thread Creating user shared data update thread.
0125:fixme:ntdll:EtwEventRegister ({47a9201e-73b0-42ce-9821-7e134361bc6f}, 0x18008c7c0, 0x180162460, 0x180162458) stub.
0125:fixme:ntdll:EtwEventRegister ({58a9201e-73b0-42ce-9821-7e134361bc70}, 0x18008c7c0, 0x180162498, 0x180162490) stub.
0125:fixme:ntdll:EtwEventRegister ({3fa9201e-73b0-43fe-9821-7e145359bc6f}, 0x18008c7c0, 0x180162428, 0x180162420) stub.
0125:fixme:ntdll:EtwEventRegister ({1432afee-73b0-42ce-9821-7e134361b433}, 0x18008c7c0, 0x1801624d0, 0x1801624c8) stub.
0125:fixme:ntdll:EtwEventRegister ({4372afee-73b0-42ce-9821-7e134361b519}, 0x18008c7c0, 0x180162508, 0x180162500) stub.
0125:fixme:imm:ImmGetOpenStatus (0000000000067BF0): semi-stub
0125:err:winediag:wined3d_dll_init Forcing sample count to 0. This may not be compatible with all applications.
0125:fixme:wbemprox:wbem_services_CreateInstanceEnum unsupported flags 0x00000030
0125:fixme:wbemprox:enum_class_object_Next timeout not supported
0125:fixme:ddraw:ddraw7_Initialize Ignoring guid {aeb2cdd4-6e41-43ea-941c-8361cc760781}.
0125:err:winediag:MIDIMAP_drvOpen No software synthesizer midi port found, Midi sound output probably won't work.
0125:fixme:imm:ImmReleaseContext (0000000000000000, 0000000000000000): stub
0125:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0125:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0125:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0125:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
0125:fixme:ntdll:EtwEventUnregister (deadbeef) stub.
012b:fixme:thread:create_user_shared_data_thread Creating user shared data update thread.
012b:fixme:ntdll:EtwEventRegister ({47a9201e-73b0-42ce-9821-7e134361bc6f}, 0x18008c7c0, 0x180162460, 0x180162458) stub.
012b:fixme:ntdll:EtwEventRegister ({58a9201e-73b0-42ce-9821-7e134361bc70}, 0x18008c7c0, 0x180162498, 0x180162490) stub.
012b:fixme:ntdll:EtwEventRegister ({3fa9201e-73b0-43fe-9821-7e145359bc6f}, 0x18008c7c0, 0x180162428, 0x180162420) stub.
012b:fixme:ntdll:EtwEventRegister ({1432afee-73b0-42ce-9821-7e134361b433}, 0x18008c7c0, 0x1801624d0, 0x1801624c8) stub.
012b:fixme:ntdll:EtwEventRegister ({4372afee-73b0-42ce-9821-7e134361b519}, 0x18008c7c0, 0x180162508, 0x180162500) stub.
012b:fixme:imm:ImmGetOpenStatus (00000000000DC100): semi-stub
012b:fixme:resource:GetGuiResources (0x11c,0): stub
012b:fixme:win:FlashWindowEx 0x22ebe0 - semi-stub

The (probably) relevant line:
wine: Call from 0x7b454366 to unimplemented function api-ms-win-crt-private-l1-1-0.dll._o_floor, aborting

It seems like _o_floor is a stub: https://source.winehq.org/git/wine.git/blob/a20295ce3ddde224f9d958f6a4e5d117528e9279:/dlls/api-ms-win-crt-private-l1-1-0/api-ms-win-crt-private-l1-1-0.spec#l955

@BieHDC
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BieHDC commented Aug 18, 2019

Seems like them (beamng) switching to a newer sdk has caused this mess.

Multiple WinML tools from Windows 10 SDK ( 10.0.17763.x) crash on startup, requiring several api-ms-win-crt-private-l1-1-0.dll._o_* API functions (mlgen, winmdidl)
https://bugs.winehq.org/show_bug.cgi?id=47309#c2

Edit 1: Patches for it are on the way
https://source.winehq.org/patches/data/168696
https://source.winehq.org/patches/data/168697

Edit 2: with these patches applied, it now hits
wine: Call from 0x7b455673 to unimplemented function api-ms-win-crt-private-l1-1-0.dll._o__mbstrlen, aborting

Edit 3: When using the patches from "Edit 1" and this hack patch i have created here https://bugs.winehq.org/attachment.cgi?id=65072&action=diff the game works again

@f-fusco
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f-fusco commented Aug 20, 2019

It works now on 4.11-2 after the first 0.17 hotfix.

@kisak-valve
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Crashing Everytime i respawn a car

Issue transferred from #3223.
@Headscientist posted on 2019-11-15T01:29:14:

My beam.ng Game keeps crashing every-time i re-spawn a car in a big map, i think its my
GPU but i don't really know, i hope i would get some answers!

@kisak-valve
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Hello @Headscientist, please add PROTON_LOG=1 %command% to the game's launch options, reproduce the issue, and drag and drop the generated $HOME/steam-$APPID.log into the comment box.

@Headscientist
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Headscientist commented Nov 15, 2019

Beamng support
Which one do i choose though?
Also can we talk in discord, my name is Headscientist#9035

@sapientsand
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Hello @cloudpxl, please copy your system information from Steam (Steam -> Help -> System Information) and put it in a gist, then include a link to the gist in this issue report.

From the log info: Device name: : Null hardware (RADV NAVI10) looks like DXVK wasn't able to find a usable GPU.

Also, if this is a regression, please note the newest Proton version that you know works on your system.

This is a regression as Proton 7.0-6 and older versions work just fine with this game. Unlike what @otvv is experiencing, my game crashes regardless of whether or not I have a wheel/controller plugged into my computer.

Here's my PC's hardware configuration.

@Yarkhan
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Yarkhan commented May 6, 2023

Also having issues with this game. It crashes if I have my steering wheel plugged in.

@BraindeadBZH
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I can confirm that BeamNG crashes, or fail to start, if a wheel is plugged in (mine is a Logitech G920) if you select a Proton version >6.3-8.

@otvv
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otvv commented May 27, 2023

Also having issues with this game. It crashes if I have my steering wheel plugged in.

I can confirm that BeamNG crashes, or fail to start, if a wheel is plugged in (mine is a Logitech G920) if you select a Proton version >6.3-8.

EDIT: Can confirm that latest proton experimental update fixed the issue, but the force feedback is a little weird now. Just like some users above reported.

@alasky17
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@cloudpxl The regression where the game crashes with the wheel plugged in has just been fixed in Experimental-8.0. Could you please retest and if you are still getting a crash, upload a new log with PROTON_LOG=+hid,+hidp,+hid_report,+plugplay,+rawinput,+dinput,+xinput,+joystick,+setupapi,+input %command%.

@sapientsand
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@cloudpxl The regression where the game crashes with the wheel plugged in has just been fixed in Experimental-8.0. Could you please retest and if you are still getting a crash, upload a new log with PROTON_LOG=+hid,+hidp,+hid_report,+plugplay,+rawinput,+dinput,+xinput,+joystick,+setupapi,+input %command%.

I no longer get a crash with a steering wheel plugged in, although I still have to set it to be recognized as a Logitech G27 inside Oversteer so force feedback works in BeamNG. Also, it appears that the other crash I was experiencing referenced in my original reply here was because for some reason my system was using amdvlk instead of radv like it should have been. That's probably why it wasn't able to find my GPU like @kisak-valve stated in his reply.

@kevenwyld
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kevenwyld commented Jul 7, 2023

I have no FFB in any version of proton >6.3-8 using a Thrustmaster T300RS and the tmff2 driver.

It works fine in 6.3-8 but unfortunately that version lacks the ability to render and cache BeamNG's PBR textures so maps that use those don't work properly.

Here are some logs of a map load using Proton Experimental

Click to expand

 71.91121|D|engine::InputHelper::getFFBID|           Found 1 FFB binding candidates to be assigned for action "steering" in vehicle 'vivace', vehicle ID 36163 (sorted by suitability)
 71.91124|D|engine::InputHelper::getFFBID|            * playerBinding: Player 0, devName "wheel0", control "xaxis"
 71.91127|D|engine::InputRegistry::logFFBInterfaces| Found 0 FFBInterface candidates (unsorted)
 71.91129|D|engine::InputHelper::getFFBID| Step 1: Perfect match found for player 0, device 'wheel0', control 'xaxis', ffbAxisIndex 0, ffbAxisName 'xaxis'
 71.91132|D|engine::DirectInputDevice::createFFBInterface| Using axis 0 for FFB effects, with forceFactor: 1000
 71.91134|D|engine::DirectInputDevice::createFFBInterface| A: 0 effects present in device wheel0
 71.91151|D|engine::DirectInputDevice::createFFBInterface| B: 0 effects present in device wheel0
 71.91164|D|engine::enumEffectObjects| Enumerating effect 1: status 0
 71.91167|D|engine::DirectInputDevice::createFFBInterface| C: 1 effects present in device wheel0
 71.91169|I|engine::InputRegistry::getOrCreateFFBInterface| Created ffbid 0, ptr 0xbe883480, on device wheel0 with axis id=0
 71.91323|I|GELua.levelLoading| *** Loaded player and camera in 5.160 s
 71.91330|D|GELua.core_gamestate.gamestate| exiting : server.lua
 71.91334|D|GELua.util_richPresence.Rich Presence| Playing Freeroam with Cherrier FCV
 71.91344|D|GELua.util_richPresence.Rich Presence| Playing Freeroam on Johnson Valley with Cherrier FCV
 71.99544|D|GELua.clientStartMission| starting levelPath: /levels/johnson_valley/info.json
 71.99555|D|GELua.gameplay_missions_clustering.| Clustering cleared.
 72.07329|E|CEF.MainGEUI#local://local/ui/modules/apps/app-service.js:77| app not found: lookAheadSettings
 72.27290|I|GELua.levelLoading| *** Loaded everything in 22.997 s
 72.28237|I|GELua.print| Requesting UI Dashboard Map...
 72.29516|D|GELua.serverConnection| Everything should be loaded setting worldReadyState to 1
 72.33691|D|libbeamng.hydros.init| Response to FFB config request: {
 72.33705|D|libbeamng.hydros.init|   steering = {
 72.33708|D|libbeamng.hydros.init|     FFBID = 0,
 72.33711|D|libbeamng.hydros.init|     ff_max_force = 10,
 72.33714|D|libbeamng.hydros.init|     ff_res = 0,
 72.33716|D|libbeamng.hydros.init|     ffbParams = {
 72.33719|D|libbeamng.hydros.init|       forceCoef = 350,
 72.33722|D|libbeamng.hydros.init|       frequency = 0,
 72.33726|D|libbeamng.hydros.init|       gforceCoef = 0,
 72.33730|D|libbeamng.hydros.init|       lowspeedCoef = true,
 72.33733|D|libbeamng.hydros.init|       responseCorrected = false,
 72.33739|D|libbeamng.hydros.init|       responseCurve = { { 0, 0 }, { 1, 1 } },
 72.33742|D|libbeamng.hydros.init|       smoothing = 100,
 72.33748|D|libbeamng.hydros.init|       smoothing2 = 440,
 72.33751|D|libbeamng.hydros.init|       smoothing2automatic = true,
 72.33755|D|libbeamng.hydros.init|       softlockForce = 0.74,
 72.33759|D|libbeamng.hydros.init|       updateType = 0
 72.33763|D|libbeamng.hydros.init|     },
 72.33767|D|libbeamng.hydros.init|     ffbParamsJson = '{"updateType":0,"frequency":0,"smoothing":100,"gforceCoef":0,"responseCurve":[[0,0],[1,1]],"responseCorrected":false,"lowspeedCoef":true,"softlockForce":0.74,"smoothing2automatic":true,"smoothing2":440,"forceCoef":350}',
 72.33771|D|libbeamng.hydros.init|     ffbSendms = 2.59999997e-05
 72.33773|D|libbeamng.hydros.init|   }
 72.33776|D|libbeamng.hydros.init| }
 72.33780|D|libbeamng.| Steering wheel drivers didn't provide any FFB resolution information. Defaulting to 65536 steps
 72.33787|D|libbeamng.hydros.init| "/vehicles/vivace/": Force Feedback motor found for steering hydro. physicsID: 36163, FFBID: 0, ForceCoef 350, Smoothing 70, Update rate: 38461538Hz/2.59999997e-05ms detected, 15384615Hz safe, 0Hz selected, 500Hz/2ms used (auto)
 73.73584|D|GELua.core_camera.| Running cameras order:
 73.73591|D|GELua.core_camera.|  #1: order=0.200, name=transition
 73.73594|D|GELua.core_camera.|  #2: order=0.500, name=trackir
 73.73597|D|GELua.core_camera.|  #3: order=0.600, name=fallback
 73.73599|D|GELua.core_camera.|  #4: order=1.000, name=gameengine

Setup looks to be correct and the wheel is detected. Rotating the wheel rotates the car's wheel, but FFB doesn't work. Switching back to 6.3-8 with the same configuration works fine.

Here is a working launch on 6.3-8:

Click to expand

 46.58691|D|engine::InputHelper::getFFBID|           Found 1 FFB binding candidates to be assigned for action "steering" in vehicle 'vivace', vehicle ID 36159 (sorted by suitability)
 46.58694|D|engine::InputHelper::getFFBID|            * playerBinding: Player 0, devName "wheel0", control "xaxis"
 46.58697|D|engine::InputRegistry::logFFBInterfaces| Found 0 FFBInterface candidates (unsorted)
 46.58700|D|engine::InputHelper::getFFBID| Step 1: Perfect match found for player 0, device 'wheel0', control 'xaxis', ffbAxisIndex 13, ffbAxisName 'xaxis'
 46.58705|D|engine::DirectInputDevice::createFFBInterface| Using axis 13 for FFB effects, with forceFactor: 1000
 46.58708|D|engine::DirectInputDevice::createFFBInterface| A: 0 effects present in device wheel0
 46.58711|D|engine::DirectInputDevice::createFFBInterface| B: 0 effects present in device wheel0
 46.58714|D|engine::enumEffectObjects| Enumerating effect 1: status 0
 46.58717|D|engine::DirectInputDevice::createFFBInterface| C: 1 effects present in device wheel0
 46.58720|I|engine::InputRegistry::getOrCreateFFBInterface| Created ffbid 0, ptr 0x183af04b0, on device wheel0 with axis id=13
 46.58949|I|GELua.levelLoading| *** Loaded player and camera in 2.964 s
 46.58957|D|GELua.core_gamestate.gamestate| exiting : server.lua
 46.58961|D|GELua.util_richPresence.Rich Presence| Playing Freeroam with Cherrier FCV
 46.58972|D|GELua.util_richPresence.Rich Presence| Playing Freeroam on Johnson Valley with Cherrier FCV
 46.67389|D|GELua.clientStartMission| starting levelPath: /levels/johnson_valley/info.json
 46.67399|D|GELua.gameplay_missions_clustering.| Clustering cleared.
 46.75812|E|CEF.MainGEUI#local://local/ui/modules/apps/app-service.js:77| app not found: lookAheadSettings
 46.95330|I|GELua.levelLoading| *** Loaded everything in 17.860 s
 46.96339|I|GELua.print| Requesting UI Dashboard Map...
 46.97695|D|GELua.serverConnection| Everything should be loaded setting worldReadyState to 1
 47.02770|D|libbeamng.hydros.init| Response to FFB config request: {
 47.02775|D|libbeamng.hydros.init|   steering = {
 47.02777|D|libbeamng.hydros.init|     FFBID = 0,
 47.02780|D|libbeamng.hydros.init|     ff_max_force = 10,
 47.02782|D|libbeamng.hydros.init|     ff_res = 0,
 47.02784|D|libbeamng.hydros.init|     ffbParams = {
 47.02786|D|libbeamng.hydros.init|       forceCoef = 350,
 47.02789|D|libbeamng.hydros.init|       frequency = 0,
 47.02791|D|libbeamng.hydros.init|       gforceCoef = 0,
 47.02794|D|libbeamng.hydros.init|       lowspeedCoef = true,
 47.02796|D|libbeamng.hydros.init|       responseCorrected = false,
 47.02798|D|libbeamng.hydros.init|       responseCurve = { { 0, 0 }, { 1, 1 } },
 47.02800|D|libbeamng.hydros.init|       smoothing = 100,
 47.02803|D|libbeamng.hydros.init|       smoothing2 = 440,
 47.02805|D|libbeamng.hydros.init|       smoothing2automatic = true,
 47.02807|D|libbeamng.hydros.init|       softlockForce = 0.74,
 47.02809|D|libbeamng.hydros.init|       updateType = 0
 47.02811|D|libbeamng.hydros.init|     },
 47.02814|D|libbeamng.hydros.init|     ffbParamsJson = '{"softlockForce":0.74,"smoothing2automatic":true,"smoothing2":440,"updateType":0,"frequency":0,"smoothing":100,"forceCoef":350,"gforceCoef":0,"responseCurve":[[0,0],[1,1]],"responseCorrected":false,"lowspeedCoef":true}',
 47.02816|D|libbeamng.hydros.init|     ffbSendms = 0.000237999993
 47.02818|D|libbeamng.hydros.init|   }
 47.02821|D|libbeamng.hydros.init| }
 47.02825|D|libbeamng.| Steering wheel drivers didn't provide any FFB resolution information. Defaulting to 65536 steps
 47.02834|D|libbeamng.hydros.init| "/vehicles/vivace/": Force Feedback motor found for steering hydro. physicsID: 36159, FFBID: 0, ForceCoef 350, Smoothing 70, Update rate: 4201680Hz/0.000237999993ms detected, 1680672Hz safe, 0Hz selected, 500Hz/2ms used (auto)
 48.22374|D|GELua.core_camera.| Running cameras order:
 48.22381|D|GELua.core_camera.|  #1: order=0.200, name=transition
 48.22384|D|GELua.core_camera.|  #2: order=0.500, name=trackir
 48.22388|D|GELua.core_camera.|  #3: order=0.600, name=fallback
 48.22405|D|GELua.core_camera.|  #4: order=1.000, name=gameengine

Immediately I noticed that the FFB axis ID is 0 for the not working one, and 13 for the working one. Axis 0 is what jstest reports the wheel rotational axis to be however I'm unsure if beamng is using the evdev device or something else. Either way it's odd that the one with the seemingly correct number is not working. That last part was a bit dumb, ffbAxisIndex is different from control and that's to be expected. But the ffbAxisIndex is definitely wrong in the non-working proton versions.

There are some other differences too, here's a diff with the timestamps removed:

Click to expand

1c1
<  |D|engine::InputHelper::getFFBID|           Found 1 FFB binding candidates to be assigned for action "steering" in vehicle 'vivace', vehicle ID 36163 (sorted by suitability)
---
>  |D|engine::InputHelper::getFFBID|           Found 1 FFB binding candidates to be assigned for action "steering" in vehicle 'vivace', vehicle ID 36159 (sorted by suitability)
4,5c4,5
<  |D|engine::InputHelper::getFFBID| Step 1: Perfect match found for player 0, device 'wheel0', control 'xaxis', ffbAxisIndex 0, ffbAxisName 'xaxis'
<  |D|engine::DirectInputDevice::createFFBInterface| Using axis 0 for FFB effects, with forceFactor: 1000
---
>  |D|engine::InputHelper::getFFBID| Step 1: Perfect match found for player 0, device 'wheel0', control 'xaxis', ffbAxisIndex 13, ffbAxisName 'xaxis'
>  |D|engine::DirectInputDevice::createFFBInterface| Using axis 13 for FFB effects, with forceFactor: 1000
10,11c10,11
<  |I|engine::InputRegistry::getOrCreateFFBInterface| Created ffbid 0, ptr 0xbe883480, on device wheel0 with axis id=0
<  |I|GELua.levelLoading| *** Loaded player and camera in 5.160 s
---
>  |I|engine::InputRegistry::getOrCreateFFBInterface| Created ffbid 0, ptr 0x183af04b0, on device wheel0 with axis id=13
>  |I|GELua.levelLoading| *** Loaded player and camera in 2.964 s
18c18
<  |I|GELua.levelLoading| *** Loaded everything in 22.997 s
---
>  |I|GELua.levelLoading| *** Loaded everything in 17.860 s
39,40c39,40
<  |D|libbeamng.hydros.init|     ffbParamsJson = '{"updateType":0,"frequency":0,"smoothing":100,"gforceCoef":0,"responseCurve":[[0,0],[1,1]],"responseCorrected":false,"lowspeedCoef":true,"softlockForce":0.74,"smoothing2automatic":true,"smoothing2":440,"forceCoef":350}',
<  |D|libbeamng.hydros.init|     ffbSendms = 2.59999997e-05
---
>  |D|libbeamng.hydros.init|     ffbParamsJson = '{"softlockForce":0.74,"smoothing2automatic":true,"smoothing2":440,"updateType":0,"frequency":0,"smoothing":100,"forceCoef":350,"gforceCoef":0,"responseCurve":[[0,0],[1,1]],"responseCorrected":false,"lowspeedCoef":true}',
>  |D|libbeamng.hydros.init|     ffbSendms = 0.000237999993
44c44
<  |D|libbeamng.hydros.init| "/vehicles/vivace/": Force Feedback motor found for steering hydro. physicsID: 36163, FFBID: 0, ForceCoef 350, Smoothing 70, Update rate: 38461538Hz/2.59999997e-05ms detected, 15384615Hz safe, 0Hz selected, 500Hz/2ms used (auto)
---
>  |D|libbeamng.hydros.init| "/vehicles/vivace/": Force Feedback motor found for steering hydro. physicsID: 36159, FFBID: 0, ForceCoef 350, Smoothing 70, Update rate: 4201680Hz/0.000237999993ms detected, 1680672Hz safe, 0Hz selected, 500Hz/2ms used (auto)

I hope this helps someone smarter than me figure this out

@Niklan
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Niklan commented Jul 7, 2023

Same here for Logitech G27. It works as expected, seems to be properly detected? (at least it properly named in settings, maybe it's got from driver) but force feedback not working.

If the game run from official Linux Binary, FFB is working as expected, but the game is much more unstable than via Proton.

P.s. FFB works fine in native and proton mode of ATS/ETS. Tried installing Oversteer, has no effect.

@BraindeadBZH
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Hello,
I found a workaround (Tested with Proton 8 and a Logitech G920).
In the FFB settings you can change the "Update Type" to "Full" and now FFB works as expected.

@Niklan
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Niklan commented Aug 7, 2023

Can confirm that workaround is working with G27 and Proton Experimental

image

@kevenwyld
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In the FFB settings you can change the "Update Type" to "Full"

This works for me as well on a t300rs using hid-tmff2 . Thanks @BraindeadBZH!

@CrazyVito11
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BeamNG recently came out with a new VR mode, but sadly it doesn't work properly via Proton, other OpenXR VR games I've tried do work properly.

It breaks in 2 different ways, depending on the order.

  • If you start SteamVR before BeamNG, the game crashes when you try to activate VR mode.
  • If you start SteamVR while BeamNG is running and then try to activate VR mode, nothing happens.

For the second one it seems like it tries to start, but fails the negotiation with wineopenxr64 with error -6.
The actual log file is too big, so I've cropped it to the part where I try to activate it, this log is from the negotiation failure.

Proton version: 8.0-4
Game version: 0.30.5.0 (Vulkan renderer, as it is required for the VR mode)
VR headset: Quest 2 via ALVR (v20.4.2)
Distro: Arch Linux, Wayland KDE, amdgpu driver
Hardware: AMD Ryzen 7 5700X + AMD Radeon 7900XTX
Log file: steam-284160-CROPPED.log

@Rabcor
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Rabcor commented Oct 22, 2023

When running Beammp on 8.0, Experimental or GE with prime-run I get the following error:

X Error of failed request:  BadMatch (invalid parameter attributes)
  Major opcode of failed request:  156 (NV-GLX)
  Minor opcode of failed request:  43 ()
  Serial number of failed request:  442
  Current serial number in output stream:  443

It works fine on 7.0

A friend of mine has a desktop with an nvidia gpu, and it works fine for him on newer versions, so this issue might be exclusive to laptops. Similarly if I run beammp on my amd iGPU it works just fine.

Not sure if this is an issue with Proton or Nvidia Drivers.

@Rabcor
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Rabcor commented Oct 31, 2023

I have played the game extensively on proton, over 30 hours.

Everything works (even beammp and mods), controllers and wheels, not sure on steamvr because on the pc i can access that has it, there were difficulties running steamvr in the first place (it's really bad on linux it seems)

The only aesthetic issue was some textures turning black (there are some fixes for this but nothing worked 100% for me yet, but i did manage to fix it so only very few textures are black)

The main issue with playing the game is major FPS drops.

When I load into a fresh map, usually i have ~140fps, it's great, i play, i crash some cars, everything's fine.

But seemingly at complete random, sometimes i will get massive fps drops and go down to sub-30 fps out of nowhere, and i don't just mean like a lag spike but more like this is just my framerate now for no discernible reason.

Occasionally it gets even worse and i go down to sub-20fps, which renders the game entirely unplayable.

Alt-tabbing sometimes fixes the fps drops, sometimes not.

@purplebar0
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Hello, I found a workaround (Tested with Proton 8 and a Logitech G920). In the FFB settings you can change the "Update Type" to "Full" and now FFB works as expected.

Here's some additional insight provided by one of the developers of the game (source):

[Previous post includes a log file]

Yeah beamng does not encounter anything remarkable during ffb initialization. This does look like some sort of bug in Proton.

If you want to report this issue to Proton people, a clear hint to them will be that this in-game setting ends up controlling whether DIEP_START flag is passed to the SetParameters() call of the IDirectInputEffect.

On Windows, I've only seen one case where Full update type was needed: it was an old version of the firmware of a particular steering wheel model - the manufacturer fixed it and regular ffb update type can be used now.

@leillo1975
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leillo1975 commented Nov 27, 2023

Replying to #1237 (comment)

Hi all.
I just talked with @berarma , the creator of Oversteer (steering wheel config app) and the Linux Logitech driver new-lg4ff , and he said me that FFB updates are sent but no "PLAY" command is sent for the steering wheel to execute them.

It seems that the problem is more with the latest versions of Proton/Wine than with the game, as it seems that nobody complains on Windows.

@kisak-valve
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BeamNG.Drive keybinder broken when under Proton

Issue transferred from #8113.
@Buggem posted on 2024-09-21T07:09:10:

Compatibility Report

  • Name of the game with compatibility issues: BeamNG.Drive
  • Steam AppID of the game: 284160

System Information

I confirm:

  • that I haven't found an existing compatibility report for this game.
  • that I have checked whether there are updates for my system available.
Logs are too big (7.3gb)

Symptoms

Cannot set custom key bindings, shows up as ?.

Reproduction

  1. Download BeamNG
  2. Get Proton 9.0-3
  3. On the main menu click "Options" and then click "Controls".
  4. Click on any dropdown catagory
  5. Click on any control name
  6. Press any key
  7. Control shows up as ? and doesn't work in game

Workaround

Edit the config JSON files, however this can get VERY annoying as the config resets every time you update the game

@kisak-valve kisak-valve changed the title Beam NG (284160) BeamNG.drive (284160) Sep 21, 2024
@TiagoTiago
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Additional datapoint: I cannot repro the keybinding issue on my machine, so it must be something more specific going on.

Specs:

GPU: 3080 (Laptop version)
Video driver version: 560.35.03
Kernel version: 5.15.0-122-generic x86_64
Proton version: Tested on both 9.0-3 and Experimental

I tried both the normal and the Vulkan mode of the game; and tried binding both alphabetical keys and symbol keys, all seem to work for me.

Running Linux Mint with Mate DE.

And additional datapoint; can't repro on my Steam Deck either.

@Buggem
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Buggem commented Sep 21, 2024

Replying to #1237 (comment)

Note I am on Fedora

@Buggem
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Buggem commented Sep 21, 2024

@TiagoTiago also note that I can repro the issue, as it happens no matter what I do.
Also also note I am running the game through a symlink to another location on an external drive as Exfat doesn't appear to be supported under Proton. Formatting is off the table as I have 150 gigabytes of data already there

@Buggem
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Buggem commented Sep 21, 2024

Also also also note there is no difference under experimental.
Also also also also note there is no difference under Vulkan.

@TiagoTiago
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Btw, dunno if it might be helpful, but I checked just now and the game writes some stuff to it's own log file immediately after you apply a change to the control bindings; so it might be useful to look at the last lines of /0.33/beamng.log (in the game's user folder, inside the proton prefix) immediately after you try to change a control binding (alt-tab or whatever, so there won't much more added before you look at the file) and see if there is anything useful there. Seems the lines with GELua.core_input_bindings.bindings would likely be the relevant ones, but I dunno if there could be additional ones around that that could help figure what's going wrong on your case.

@Buggem
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Buggem commented Sep 24, 2024

@TiagoTiago no errors related to bindings, possibly pointing at Proton's Wine Keyboard

@TiagoTiago
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@TiagoTiago no errors related to bindings, possibly pointing at Proton's Wine Keyboard

Are you using some less common keyboard layout/language by any chance?

@Buggem
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Buggem commented Sep 24, 2024

English (Australia), basically the same as american layout

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