http://bugs.winehq.org/show_bug.cgi?id=34342
Bug #: 34342 Summary: Chronic crash of Guild Wars 2(out of memory) Product: Wine Version: 1.7.0 Platform: x86-64 OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: -unknown AssignedTo: wine-bugs@winehq.org ReportedBy: nob.dir.info@gmail.com Classification: Unclassified
Created attachment 45715 --> http://bugs.winehq.org/attachment.cgi?id=45715 ArenaNet log when crashing
Hello,
Since I'm playing Guild Wars 2 quite often, I have chronic crashes with an Out of Memory report, although there are still 4+Gb of free RAM(total 8Gb) and 1Gb of free VRAM(total 2Gb).
As I'm using Wine in 64-bit mode on a 64-bit system, I thought that there shouldn't be any memory problem, but it doesn't seem to be true. I also tried out the 4Gb patcher, still no effect.
I think it comes from Wine/the system, because I played sometimes on Windows(with also 8 Gb of total RAM), and I never crashed.
Cordially.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #1 from vlad.kolotvin@gmail.com --- Created attachment 47232 --> http://bugs.winehq.org/attachment.cgi?id=47232 ArenaNet log when crashing 2
I have same problem.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #2 from chemacg@gmail.com --- Created attachment 47523 --> http://bugs.winehq.org/attachment.cgi?id=47523 ArenaNet.log
Same here, 64b wine over 64b Linux with 8Gb RAM, this error makes no sense nad makes the game hardly playable
http://bugs.winehq.org/show_bug.cgi?id=34342
sworddragon2@aol.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |sworddragon2@aol.com
--- Comment #3 from sworddragon2@aol.com ---
Same here, 64b wine over 64b Linux with 8Gb RAM, this error makes no sense nad makes the game hardly playable
Because Guild Wars 2 is a 32 bit application it would also crash on a 64 bit Windows if it exceeds 4 GiB of memory so the error makes sense. There are also some reports that Guild Wars 2 is crashing on 32 bit Windows and the developers are claiming that this is a limitation of 32 bit.
But I haven't seen any reports happening this on a 64 bit Windows but I'm encountering too an OOM crash on a 64 bit Wine. The question is if Guild Wars 2 on a 64 bit Wine is needing much more memory than on a 64 bit Windows.
http://bugs.winehq.org/show_bug.cgi?id=34342
Forest winehq@tibit.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |winehq@tibit.com
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #4 from Forest winehq@tibit.com --- I have the same problem, especially during medium-to-large WvW fights.
Every log I've seen from one of these crashes, regardless of whether the crash was supposedly due to a memory write failure, an assertion failure, or an OOM error, includes the following in the *--> System Memory <--* section:
Virtual: 4095MB/ 4095MB 100%
The question is if Guild Wars 2 on a 64 bit Wine is needing much more memory than on a 64 bit Windows.
I was wondering the same thing.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #5 from Forest winehq@tibit.com --- Created attachment 47929 --> http://bugs.winehq.org/attachment.cgi?id=47929 ArenaNet crash log
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #6 from Forest winehq@tibit.com --- Created attachment 47930 --> http://bugs.winehq.org/attachment.cgi?id=47930 ArenaNet crash log
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #7 from Forest winehq@tibit.com --- Created attachment 47931 --> http://bugs.winehq.org/attachment.cgi?id=47931 ArenaNet crash log
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #8 from Forest winehq@tibit.com --- Created attachment 47932 --> http://bugs.winehq.org/attachment.cgi?id=47932 ArenaNet crash log
http://bugs.winehq.org/show_bug.cgi?id=34342
Tom a3732043@drdrb.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |a3732043@drdrb.net
--- Comment #9 from Tom a3732043@drdrb.net --- Created attachment 48529 --> http://bugs.winehq.org/attachment.cgi?id=48529 Collection of ANet crash reports
I have FPS rates around 30 and everything runs quite stable. The problem comes in after around 1-2h of gaming. The FPS rate drops slowly (~15min) until GW2 crashes.
I attached some GW2 bugreports which let me guess, that it's related to a memory leak somehow because the log shows:
*--> System Memory <--* Physical: 19378MB/24067MB 80% Paged: 19378MB/24067MB 80% [b]Virtual: 4095MB/ 4095MB 100%[/b]
Virtual Memory is always at 100%. From my experience, I can fasten crashing process by playing WvW, which means the game has to load massively different armor textures of many player's chars within one minute or so.
It might be that Wine isn't able to unload (unused) textures properly while loading a massive amount if new textures. If the running game has to load a heap of new textures within an short time the unload texture procedure is running in problems?! Another indicator for that guess might be that lowering the texture quality causes less crashes.
Playing GW2 WvW mode is therefore, a good testing environment for this crash.
I'm running ArchLinux x64 with newest "pacman -Suy" updates. With 1.7.18 I experience the same problem.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #10 from Tom a3732043@drdrb.net --- Created attachment 48531 --> http://bugs.winehq.org/attachment.cgi?id=48531 GW2 Wine logfile with "WINEDEBUG=warn+heap" option.
The last log lines of GW2 crashing in WvW:
... fixme:keyboard:X11DRV_MapVirtualKeyEx keyboard layout (nil) is not supported fixme:keyboard:X11DRV_LoadKeyboardLayout L"00000409", 0000: stub! fixme:keyboard:X11DRV_MapVirtualKeyEx keyboard layout (nil) is not supported warn:heap:allocate_large_block Could not allocate block for 00400080 bytes fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION fixme:winsock:WSALookupServiceBeginW (0x1824e2f4 0x00000ff0 0x1824e2e4) Stub! [0515/183304:ERROR:network_change_notifier_win.cc(111)] WSALookupServiceBegin failed with: 8 fixme:winsock:WSALookupServiceBeginW (0x1824e2f4 0x00000ff0 0x1824e2e4) Stub! [0515/183504:ERROR:network_change_notifier_win.cc(111)] WSALookupServiceBegin failed with: 8
I logged GW2 with "WINEDEBUG=warn+heap" option. The logfile is attached.
I also experience, that while GW2 is slowing down massively my keyboard doesn't work anymore. Keys in-game are remapped, or constantly pressed. Sometimes it doesn't crash while slowing down and get back to normal FPS rate if all the enemy chars went away the keyboard is still broken.
I need some hints on using the right debug channels for texture and network related problems would be great.
As you can see I have massive "fixme:keyboard:X11DRV_MapVirtualKeyEx keyboard layout (nil) is not supported" entries. Might this be related to bug report http://bugs.winehq.org/show_bug.cgi?id=28170 ?
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #11 from Tom a3732043@drdrb.net --- Created attachment 48534 --> http://bugs.winehq.org/attachment.cgi?id=48534 Wine "WINEDEBUG=fixme-all,warn+seh" output of crashing WvW session
Filtering "WINEDEBUG=fixme-all,warn+seh" for "err:" shows:
err:winediag:SECUR32_initNTLMSP ntlm_auth was not found or is outdated. Make sure that ntlm_auth >= 3.0.25 is in your path. Usually, you can find it in the winbind package of your distribution. err:d3d:wined3d_debug_callback 0x435b9f0: "GL_INVALID_ENUM error generated.". err:d3d_surface:surface_allocate_surface >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexImage2D @ ../../../dlls/wined3d/surface.c / 2042 err:d3d:wined3d_debug_callback 0x435b9f0: "GL_INVALID_VALUE error generated. Invalid texture format.". err:d3d_surface:surface_upload_data >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from glTexSubImage2D @ ../../../dlls/wined3d/surface.c / 1683 err:winediag:SECUR32_initNTLMSP ntlm_auth was not found or is outdated. Make sure that ntlm_auth >= 3.0.25 is in your path. Usually, you can find it in the winbind package of your distribution. err:d3d:wined3d_debug_callback 0x435b9f0: "GL_INVALID_ENUM error generated.". err:d3d_surface:surface_allocate_surface >>>>>>>>>>>>>>>>> GL_INVALID_ENUM (0x500) from glTexImage2D @ ../../../dlls/wined3d/surface.c / 2042 err:d3d:wined3d_debug_callback 0x435b9f0: "GL_INVALID_VALUE error generated. Invalid texture format.". err:d3d_surface:surface_upload_data >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from glTexSubImage2D @ ../../../dlls/wined3d/surface.c / 1683 err:d3d:resource_init Failed to allocate system memory. err:d3d:resource_init Failed to allocate system memory. err:d3d:resource_init Failed to allocate system memory.
with the last three errors the game crashes.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #12 from sworddragon2@aol.com --- I wanted to make today a test with Valgrind to look how many memory is leaking on Wine and Guild Wars 2 if the OOM appears (if the game would be more or less playable) but unfortunately I'm encountering this Valgrind bug: https://bugs.kde.org/show_bug.cgi?id=197259
As it is already ~5 years old I don't expect it getting fixed soon. Maybe somebody else want to make a run with Valgrind to find out from where the leaks are comming. Here is the guide how to do this: http://wiki.winehq.org/Wine_and_Valgrind
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #13 from nob.dir.info@gmail.com --- Maybe this? https://bugs.kde.org/show_bug.cgi?id=253657
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #14 from Tom a3732043@drdrb.net --- I'm currently running the client for hours without problems while crafting new material. That means, didn't move my GW2 character much in an area where only a few other players are around. Interestingly it's running fine while keeping memory low.
PRI NI VIRT RES SHR S CPU% MEM% TIME+ Command 20 0 3171M 2597M 98M S 159. 10.8 5h04:17 ./Gw2.exe
I use ArchLinux with newest Nvidia drivers. But don't count on that, because since I updated the driver it actually crashed as often as usual in WvW matchups.
From my perspective it might be related to network or texture issues. Because
it's running well and even with lowest graphics settings the game leaks memory while being in big raids until my keyboard suddenly doesn't work anymore.
It's almost running slower the first time a bigger enemy crowd (30+ chars) is crashing into us. If the fight is only 1 minute or so and many players leave the area or die, FPS might jump back to high values again.
The longer the fights and my movement, the higher the risk that my keyboard doesn't (mixes keys) work anymore and I have to restart the game (wine) to get keyboard back.
I didn't try to debug network traffic while playing (no coder). If someone knows how I can help, please let me know.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #15 from Tom a3732043@drdrb.net --- Maybe a good testing Area for low FPS is "Crucible of Eternity" dungeon http://wiki.guildwars2.com/wiki/Crucible_of_Eternity
As soon as I enter the dungeon in story mode (main hall), the FPS drops significantly. Adjusting sound quality to low help a bit. Interestingly leaving the dungeon, dying or just moving on to the first enemy room brings FPS back!
Yet just entering the dungeon doesn't trigger the memory leak.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #16 from Tom a3732043@drdrb.net --- Today, I checked many PlayOnLInux Wine versions (without using PoL). Almost every version is broken. I found just one version which works great, high FPS. almost no lag, even no more texture/coloring bugs:
1.7.15-CS-0.6-7173c38
My current impression is, that there is no other version working like this specific one. Everything works great. Even bigger WvW fights are working better.
Also I don't see any memory leaks with this version. I only have to leave GW2 for reseting the keyboard bug.
Some other findings:
* It feels like the memory leak might be related to Pulseaudio 5.0?! - the current wine 1.7.x versions seem to be broken with some systems:
https://bugs.archlinux.org/task/39186
* If I use Teamspeak while playing GW2 sometimes TS runs with 100% CPU. I had it only once while testing today, but why is TS suddenly running at 10%. I guess, it's somehow related to Pulseaudio 5 and Wine.
* The version "1.3.34-rawinput2" immediately mixes keyboard shortcuts from the start. It's exactly the same issue like the newer 1.7.x show after very large and laggy WvW fights. Is some rawinput2 code left in 1.7.x?
I hope, this helps a bit with debugging.
http://bugs.winehq.org/show_bug.cgi?id=34342
M a5646802@drdrb.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |a5646802@drdrb.net
--- Comment #17 from M a5646802@drdrb.net --- This bug should definitely be confirmed -- GW2 leaks memory for several recent versions of 64 bit Wine (including 1.7.19). It occurs as more and more as textures are loaded, which is why the leak is faster in areas with lots of other players; lowering the texture limits in GW2 slows but does not eliminate the problem. This does not occur for 64 bit Windows users. As commentor Tom noted, the following PoL version of Wine does indeed seem to perform substantially better than others (45+ FPS for me):
1.7.15-CS-0.6-7173c38
However, I still get a slow(er) and persistent memory leak that eventually crashes the game (as it nears 4GB of memory in a 16GB system). FPS falls dramatically, input is ignored, and then the game crashes.
I've also observed this behavior with both Nvidia (GTX 750 Ti) and AMD (Radeon 6850 HD) cards and their most recent proprietary drivers. Also I do not have any reason to believe that it's related to pulseaudio.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #18 from Tom a3732043@drdrb.net --- I tried the game again with 1.7.21. As I noted before I had some PulseAudio related issues. Those are solved now.
The texture(?) memory leak is still present. The more players are visible the faster GW2 will crash. Game performs quite good overall. Especially after restarting it. Then over time it looses performance until it crashes.
Wardrope modifications show graphic glitches and skin color changes still don't work. This seams to be a regression.
http://bugs.winehq.org/show_bug.cgi?id=34342
Kaede Fox sweet.maple.leaf@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |sweet.maple.leaf@gmail.com
--- Comment #19 from Kaede Fox sweet.maple.leaf@gmail.com --- This is a texture memory leak bug.
The problem occurs because GW2 is 32-bit, thus Wine has to share the 4GB memory space between the application the GPU. Part of NVIDIA's texture memory is allocated here, a window that behaviors not unlike it does on Windows on 32-bit systems (which is why you can't usually use more than 3GB of RAM on Windows XP). In the past, Wine forced a 2GB/2GB divide, but in more recent builds it seems the application can reach up to 3.5GB or 3.7GB before crashing.
Essentially the game is loading textures too often, and too fast, and Wine cannot unload them fast enough because it is very restricted with texture unloading. Wine unloads textures far slower than native Direct3D. This results in an extremely high memory usage of nearly 200% compared to Windows (e.g 1.6GB instead of 800MB). This means that while the game would not crash under Windows XP with the /3GB switch and at least 3GB of RAM available, it will under Linux even with 4+GB of RAM available on a 64-bit OS.
The proper way to fix this is to make Wine free textures very aggressively. I've looked into patching it to do so, but I lack the required skills.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #20 from nob.dir.info@gmail.com --- @Kaede Fox: How did you come on this?
I'd like to add that this happens with other games than Guild Wars 2 (like SC II with high settings, The Witcher 2 on Very High textures and so on). The problem is thus far wider than just a
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #21 from nob.dir.info@gmail.com --- (fail; continuation of the previous post) The problem is thus far wider than just about one game, and solving it would benefit to many people.
http://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #22 from Tom a3732043@drdrb.net --- It seems, that this texture issue should be investigated, because this might be a problem which effects all 3D games of some kind.
As I mentioned in #15 there might be another issue with transparent textures as used in that referred dungeon. I hope, someone picks this up.
https://bugs.winehq.org/show_bug.cgi?id=34342
triangle400@gmail.com changed:
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--- Comment #23 from triangle400@gmail.com --- Would like to confirm this bug, crash at 100% virtual memory.
I've been reading though and i'm wondering if a possible workaround is to set chararcter modeling to "lowest" effectively making everyone else a standard model. I haven't been crashing outside of world boss events where a huge amount of people with multiple skins would be loaded at one time.
Going to be testing this.
https://bugs.winehq.org/show_bug.cgi?id=34342
Daniel Lynn daniel.eric.lynn@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |daniel.eric.lynn@gmail.com
--- Comment #24 from Daniel Lynn daniel.eric.lynn@gmail.com --- Can confirm this is still happening on 1.7.39 -- as soon as virtual memory crosses 4Gb an out of memory error occurs.
Lower graphic settings seem to delay the issue, but it still eventually runs out of memory.
Additionally, I have tried all of the various settings for the RenderTargetLockMode registry setting as they are described here: http://wiki.winehq.org/DirectDraw
This bug seems to happen most often during boss battles and busy fight scenes with lots of characters (rendered or not -- I've set the settings for rendered characters to the lowest setting).
https://bugs.winehq.org/show_bug.cgi?id=34342
Ahmed W. oneofone@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |oneofone@gmail.com
https://bugs.winehq.org/show_bug.cgi?id=34342
Ken Sharp imwellcushtymelike@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever confirmed|0 |1
--- Comment #25 from Ken Sharp imwellcushtymelike@gmail.com --- Confirmed by multiple users. Not sure if it can be fixed though.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #26 from sworddragon2@aol.com --- It seems The Forest does also crash often because it gets out of memory. After loading the ingame map the game is already close to 4 GiB of memory (VIRT) and not far anymore from the next random crash.
https://bugs.winehq.org/show_bug.cgi?id=34342
Luna Crane majorlunac@inbox.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |majorlunac@inbox.com
--- Comment #27 from Luna Crane majorlunac@inbox.com --- Now that Guild Wars 2 has a Free To Play (F2P) mode, it should be a little easier to test this.
The problem is, I'm getting massive memory leaks even while downloading with the launcher. It took all 8 GB of RAM and I disabled SWAP long ago unfortunately, so I got massive slowdowns. I barely managed to kill the process. However, the really scary thing is, the RAM didn't free up after all Wine-associated and GW2-associated processes were killed. It stayed stuck at 800 MB of free RAM until I restarted.
I don't even know how to mitigate this, like recording what parts of RAM the program is using and clearing it automatically at the end/kill. (I suppose something similar to a Java-like garbage collection system?).
https://bugs.winehq.org/show_bug.cgi?id=34342
Bob badbeeker@gmail.com changed:
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--- Comment #28 from Bob badbeeker@gmail.com --- Luna Crane,
Are there any plans that you know of to start work on the garbage collection? It seems this would be a huge benefit to Wine and all games if we could speed it up.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #29 from sworddragon2@aol.com --- I think Luna Crane has just seen his disk cache in memory growing and is now thinking in the wrong direction.
But I'm wondering how much glibc affects this as it has a bug which causes it to not release some memory back to the system: https://sourceware.org/bugzilla/show_bug.cgi?id=18504 Maybe somebody can test Wine with another library instead of glibc or compile Wine with a workaround that it uses malloc_trim() at key points (for example after every free()) and check if any of these workarounds solves this issue.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #30 from Bob badbeeker@gmail.com --- I've been having good luck with a patched version of wine from foresto (https://launchpad.net/~foresto/+archive/ubuntu/winepatched). I don't see the same amount of memory usage, and the eventual crash, using his version of wine. His version brings in Stefan Dösinger's Direct3D command stream multithreading work, which seems to be able to keep up with the deallocations of textures. I've just done some "dumb" testing running version 1.7.51 and foresto's version side by side. The launcher using 1.7.51 (main and staging branches) version, while installing the game for the first time, ends up crashing after consuming 3gb of memory. Also the game will crash out after it hits the 3.7gb threshold.
Using foresto's version, I notice that the game keeps a constant memory footprint (for the most part). The launcher hovers around 200MB and the game doesn't crash after 4 hours of use. It also seems to handle WvWvW (which is what really accelerates the memory issue) and the game hasn't crashed yet. I believe it's the multithreading work that Stefan Dosinger has done that helps prevent this out of memory situation.
I've tried other versions of wine from 1.7.35 (which is what POL installs when you install the game) to various 1.7.x-staging builds with CMTS enabled. All have a similar issue around the memory usage.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #31 from sworddragon2@aol.com --- Your post sounds confusing as you say the CSMT patches fixes the issue for you but then you say it doesn't. Well, I have now tested Wine-Staging 1.7.51 with CSMT enabled on The Forest but I don't see any significant memory usage improvements. In the best case with the lowest settings you can play ingame for a few minutes until the game runs out of memory.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #32 from Bob badbeeker@gmail.com --- (In reply to sworddragon2 from comment #31)
Your post sounds confusing as you say the CSMT patches fixes the issue for you but then you say it doesn't. Well, I have now tested Wine-Staging 1.7.51 with CSMT enabled on The Forest but I don't see any significant memory usage improvements. In the best case with the lowest settings you can play ingame for a few minutes until the game runs out of memory.
In my post I thought I clearly stated that the multithreading improvements solved the memory issue for me. If not, I appologize.
CSMT clearly helps in increasing the FPS for the game. The real memory solver (for me at least) is the multi-threading work done by Stefan Dösinger. The github link I posted is a branch of wine that someone had put together explicitly for Guild Wars 2. The branch contains fixes and commits that specifically increases GW2 performance including the multi-threaded work from Stefan.
I think that this multi-threaded work will help more games than just GW2 if it ever actually gets into the main branch. I am not sure what the status of the multi-threaded work is.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #33 from sworddragon2@aol.com --- I think you have made a mistake. You said "Stefan Dösinger's Direct3D command stream multithreading work" solved the issue for you but not the CSMT patches. But they are the same (CSMT is just a shortcut for Command Stream Multi-Threading). But if I have overlooked something feel free to correct me.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #34 from Bob badbeeker@gmail.com --- (In reply to sworddragon2 from comment #33)
I think you have made a mistake. You said "Stefan Dösinger's Direct3D command stream multithreading work" solved the issue for you but not the CSMT patches. But they are the same (CSMT is just a shortcut for Command Stream Multi-Threading). But if I have overlooked something feel free to correct me.
Ahh, forgive me! I didn't realize those were the same thing. Bah. I'm still a newbie to wine as I just switch from Windows about 2 months ago.
Then I'm not sure why I'm not running out of memory then lol. I would have to go through the commit's on Foresto's wine branch. I would suggest to try the branch (https://launchpad.net/~foresto/+archive/ubuntu/winepatched) and see if you encounter the issue. I've been running on it for the past few weeks without too many issues regarding memory.
Like I said, I usually encountered the OOM crash about an hour or so in during PvE, pretty quick if I'm in WvWvW. After I switched to the above wine, I can WvWvW all day. So, YMMV.
I'm running on a GTX 560, Intel® Core™ i7-3770 CPU (if it's any help to you). Let me know if I can provide anything else.
https://bugs.winehq.org/show_bug.cgi?id=34342
q quimbydogg@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |quimbydogg@gmail.com
--- Comment #35 from q quimbydogg@gmail.com --- (In reply to Bob from comment #34)
Then I'm not sure why I'm not running out of memory then lol. I would have to go through the commit's on Foresto's wine branch. I would suggest to try the branch (https://launchpad.net/~foresto/+archive/ubuntu/winepatched) and see if you encounter the issue. I've been running on it for the past few weeks without too many issues regarding memory.
Like I said, I usually encountered the OOM crash about an hour or so in during PvE, pretty quick if I'm in WvWvW. After I switched to the above wine, I can WvWvW all day. So, YMMV.
Thanks for your feedback on this. I did a fresh Mint install with the patched version of wine that you linked and the latest nvidia drivers. Without a doubt it has been the best GW2 performance I've been able to achieve with Wine but still crashed on me after about 30 minutes of PvE gold farming on a karka train. I haven't attempted WvW yet.
i5 4670k, GTX 970, 8 gig memory.
https://bugs.winehq.org/show_bug.cgi?id=34342
Lukáš Krejza gryffus@hkfree.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |gryffus@hkfree.org
--- Comment #36 from Lukáš Krejza gryffus@hkfree.org --- I have experiencing this issue when trying gallium nine ( https://github.com/iXit ), but not with wined3d. I think these two bugs might be related, so i'm mentioning it here: https://github.com/iXit/Mesa-3D/issues/153
Using nVidia GeForce GT 440 ( Chipset: GF108 (NVC1), Family : NVC0, VRAM: 512 MiB, GART: 1048576 MiB ) with nouveau drivers.
System is linux x64, 10G RAM.
But as i say, i'm not experiencing this bug with d3d, only with gallium nine, strange...
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #37 from Daniel Lynn daniel.eric.lynn@gmail.com --- Since the release of the expansion pack (Heart of Thorns), these crashes have become more frequent. Not just using wine, but for native Windows users as well. The developers have formally addressed this as a known issue:
https://www.reddit.com/r/Guildwars2/comments/3r3rul/can_we_please_get_a_dev_...
So, while it may occur more frequently on wine, it looks like ArenaNet needs to fix the core cause of this issue before we have a shot at figuring out why it is more frequent on wine.
I propose that this bug be marked as NOFIX since the true issue appears to lie upstream with the game itself. If they fix it and the game still has problems under wine, we might need to take a fresh look.
https://bugs.winehq.org/show_bug.cgi?id=34342
Chris cjamesallan@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |cjamesallan@gmail.com
--- Comment #38 from Chris cjamesallan@gmail.com --- There is now a 64-bit client.
https://www.reddit.com/r/Guildwars2/comments/3riofs/64bit_windows_client_bet...
It seems to run fine in Wine Staging.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #39 from Daniel Lynn daniel.eric.lynn@gmail.com --- ArenaNet released a beta 64-bit client today. I've been running it all night and haven't had any crashes; additionally, the Gw2-64.exe process *did* surpass the 4GB barrier!
I ran the executable with the wine64 binary to ensure that it ran in 64-bit mode.
This looks like the way to go for 64-bit systems.
https://bugs.winehq.org/show_bug.cgi?id=34342
Patrick Rudolph patrick1804@web.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |patrick1804@web.de
--- Comment #40 from Patrick Rudolph patrick1804@web.de --- My tests on Gallium Nine showed that is has nothing to do with memory. The crash reporter just shows invalid values.
Please use apitrace to create a trace and play it back using d3dretrace. Wine will show a useable stack trace.
I've created a ticket for this issue. It is related to vertex buffer handling on nvc0.
https://bugs.freedesktop.org/show_bug.cgi?id=93004
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #41 from Lukáš Krejza gryffus@hkfree.org --- Fixed for me (nvidia NVC1) with these 2 Mesa nine patches: https://github.com/iXit/Mesa-3D/pull/170 I have created opensuse packages in https://build.opensuse.org/project/show/home:gryffus:nine for testing.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #42 from Lukáš Krejza gryffus@hkfree.org --- Both patches have been fixed in upstream Mesa. Is anyone able to reproduce it anymore? http://cgit.freedesktop.org/mesa/mesa/commit/src/gallium/drivers/nouveau/nvc... http://cgit.freedesktop.org/mesa/mesa/commit/?id=79bff488bc23b8615cc37069b6c...
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #43 from Lukáš Krejza gryffus@hkfree.org --- Thanks Siro :)
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #44 from sworddragon2@aol.com --- I'm using the proprietary NVIDIA driver and have seen this issue all the time in the past. The bug in the nouveau driver was just a similar issue.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #45 from Lukáš Krejza gryffus@hkfree.org --- That's strange because i'm not able to reproduce this with the priprietary nVidia blob or with patched Mesa. I have played more than 12 hours without a single crash. But i have discovered another issue. If the game is running windowed and you move mouse out of the window while dragging (i.e. when moving camera), the game crashes. I have to investigate more on what settings are needed to reproduce it and report it as another issue. Do you get the crash also in fullscreen mode? I didn't tested the crash with blob so far, only nouveau.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #46 from sworddragon2@aol.com --- (In reply to Lukáš Krejza from comment #45)
Do you get the crash also in fullscreen mode? I didn't tested the crash with blob so far, only nouveau.
It is a while since the last crash on Guild Wars 2 appeared for me because I don't play it anymore for long times. But I'm seeing an OOM on The Forest very often now for several months. About 30-60+ minutes and VIRT is very close to 4 GiB of memory even on the lowest settings and the game does then crash soon.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #47 from sworddragon2@aol.com --- Edit: Forgot to mention that the crashes all appeared in fullscreen mode (for Guild Wars 2 and The Forest).
https://bugs.winehq.org/show_bug.cgi?id=34342
Fincer fincer89@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |fincer89@hotmail.com
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #48 from q quimbydogg@gmail.com --- I've been playing a bit of Guild Wars 2 under wine the last few days and have been amazed at the stability difference between now and a few months ago. Using the 64bit exe, 64bit prefix, wine 1.9.2 staging CSMT, and latest beta nvidia proprietary (361.18) under windowed mode.
With settings maxed out going to a large PvE event (tequ, karka queen, etc) will load the memory usage - same with large scale tier 1 wvw. FPS will take a nose dive but it is good for testing purposes. I zoned into Eternal Battlegrounds and pretty instantly saw memory usage exceed 4GB. With lower settings it takes awhile to ramp up but I have played a few sessions for an extended period of time above 4GB without experiencing a crash under the same conditions that would crash 100% of the time a few months ago.
I think a combination of wine developments, graphics driver improvements, and arena net themselves developing a 64 bit client all helped. When the heart of thorns expansion was released TONS of windows users started to experiencing an issue with crashing due to memory problems when they did not experience it before - this is what caused arenanet to quickly release a 64bit client.
This game went from not playable at all in the game mode I do (large scale zerg WvW) to being somewhat playable with really low framerates and low settings. I'm extremely happy with the progress - if I can pull another 5-10 frames it would be pretty solid.
For reference with all settings to lowest possible except native render sampling on a GTX 970/4670k I get single digit FPS in WvW zerg battles. Under windows with pretty high settings this would be around 20 (still not high but much smoother comparatively). No one gets good FPS on Windows in large zerg.
https://bugs.winehq.org/show_bug.cgi?id=34342
--- Comment #49 from Fincer fincer89@hotmail.com --- I suspect the same bug affects Grim Dawn, too. At least it looks very similar to the one that affects Guild Wars 2.
After couple hours of playing the game, I get either the one of the following:
- Missing and corrupted textures. Models and shaders (lightning details) are still visible, though. - Visual C++ Runtime crash (no corrupted textures but gameplay lags before the crash)
Before crash event the game progressively slows down (FPS drops occur more frequently) and the game eats ~3-4 gigabytes of memory. On the startup the used memory is slightly below 2 gigabytes and overall FPS is good.
So, game memory consumption progressively increases during gameplay. My hypothesis is that once the consumption reaches critical levels (i.e. no memory left for the game on 32-bit prefix), textures can't be rendered.
Using 64-bit prefix may give more time before crash events. I've not tested 64-bit prefix, however.
I may upload a picture of the missing textures later.
The game uses DX9 and vcrun2015 on Wine.
https://bugs.winehq.org/show_bug.cgi?id=34342
winetest@luukku.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |winetest@luukku.com
--- Comment #50 from winetest@luukku.com --- Could someone compile wine himself and include the patch from bug 34658. And see if it helps here too?
https://bugs.winehq.org/show_bug.cgi?id=34342
joaopa jeremielapuree@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jeremielapuree@yahoo.fr
--- Comment #51 from joaopa jeremielapuree@yahoo.fr --- Does the bug still occur with wine-4.2?
https://bugs.winehq.org/show_bug.cgi?id=34342
LingM lingm+winebz@posteo.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |lingm+winebz@posteo.org
--- Comment #52 from LingM lingm+winebz@posteo.org --- Guild Wars 2 has been running stable for years now, since it transitioned from 32bit to 64bit. Don't think the 32bit client is still available for testing either.
The underlying problem of running out of address space is well known and tracked more generally in https://bugs.winehq.org/show_bug.cgi?id=44375.
IMO this should be closed.
https://bugs.winehq.org/show_bug.cgi?id=34342
Dmitry Skvortsov (Iglu47) lvb.crd@protonmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |lvb.crd@protonmail.com
--- Comment #53 from Dmitry Skvortsov (Iglu47) lvb.crd@protonmail.com --- Windows 32-bit Client support was officially discontinued on August 31, 2021 https://en-forum.guildwars2.com/topic/98174-end-of-support-for-windows-xp-wi...
https://bugs.winehq.org/show_bug.cgi?id=34342
Forest forestix@sonic.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC|forestix@sonic.net |
https://bugs.winehq.org/show_bug.cgi?id=34342
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Resolution|--- |ABANDONED Status|NEW |RESOLVED
--- Comment #54 from Austin English austinenglish@gmail.com --- Sounds like the 32-bit version was abandoned upstream, so marking this abandoned.
https://bugs.winehq.org/show_bug.cgi?id=34342
Gijs Vermeulen gijsvrm@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #55 from Gijs Vermeulen gijsvrm@gmail.com --- Closing ABANDONED.