Random Crashes on Linux

Issue Type (Required):

Other

Issue Description (Required):

The game will play perfectly fine for hours at a time. Then it will randomly crash in mission often several times in the same session. Interestingly it happens what seems as far more often if there is a bot in the game. It would seems as it may be more reproducible on the first special mission on KM Station.

System information;
CPU: AMD R7 5800X3D
GPU: NV RTX 4090
RAM: 2x16GB 3600 CAS 18
OS: Manjaro Linux
OS Kernel: Linux 6.12.48-1-MANJARO
OS DE: KDE Plasma 6.3.6
Render backend: Wayland
Proton: Steam Experimental
Game Drive: independent Gen 4 NVME
Cooling: Full custom water cooling, Liquid temp controlled

I have several logs and crash dumps one set of which will be listed below, more can be provided if needed, and many have deadlock detentions.

[PC] Do You Use Mods? (Optional):

No, I don’t use mods

Reproduction Rate (Required):

Common (<50%)

Platform (Required):

PC - Steam

Player ID (Optional):

[PC] Crash Report (Optional):

No Crash Report window ever opens. May be because Linux.

Upload Supporting Evidence (Optional):

crash_dump-2025-12-07-22.54.24-9d5ea067-4c0e-4d2b-9648-cb67b68662e2.dmp (307 KB)

[PC] Upload Console Log & darktide_launcher.log (Optional):

console-2025-12-07-22.54.24-9d5ea067-4c0e-4d2b-9648-cb67b68662e2.log (261 KB)
crash_dump-2025-12-07-22.54.24-9d5ea067-4c0e-4d2b-9648-cb67b68662e2.dmp (307 KB)

Apologies @ETHREAL1 , we’re unable to assist with Linux-based issues as it’s an unsupported platform, though perhaps other Linux users in our community may be able to chime in and share some advice here.

I understand that, But could one at least look at the dump file and or logs and give me an ounce of information? what caused the crash? GPU driver? anything…

The obvious one, swap off experimental proton to one of the unchanging versions

I’ve also heard Nvidia doesn’t play nice with Wayland, do with this what you will

1 Like

Did not make a difference, already tried that and GE,

I actually have not had any issues with NV and Wayland that where not also present with X11,

I think I may have discovered in part some of the causes.

  • lua heap to small. Increasing it to 2GB does seem to help, %command% --lua-heap-mb-size 2048 as a steam launch option.
  • Broken LOD. Game seems more stable if LOD (aka the mesh streamer) is disabled. settings_common.ini , line 57 set to true
  • VERY BROKEN deadlock detector. This seems to be the source of most of the crashes actually, it would seem that the deadlock detector is to aggressive. I have noticed in a few games that if a networking issue happens games will stall until the network issue is resolved. Deep Rock galactic also does this from time to time. But with the deadlock detector disabled and the rest of these I have not crashed today, just one long stall (I think 8 seconds?) and it recovered. win32_settings.ini , line 18, false
  • (needs further testing) Raytracing if it was EVER enabled seems to break the game and make it unstable even after turning it off again.
  • (needs further testing) Having the player portraits enabled seems to greatly impact stability for some reason

I use Bazzite, and Darktide works well for me.

The only two issues I have are that if I use any other version of Proton other than Proton 9.0-4, I get input issues, specifically dodging not working sometimes (character doesn’t move) and a minor issue of low quality/broken textures, but otherwise, Darktide runs fine as long as I use that specific Proton version (9.0-4).

I wish I could help you.

Those broken textures seem to be related to the LOD being broken by the way

1 Like

It’ll take it.

I’ve been using Bazzite for a while now, and while Darktide has some minor issues on Linux, it’s also fairly janky on Windows.

Disregard, though it does make performance worse does not seem to effect crashing like previously thought.

This seems to be the root cause of the crashing issue. every time since this fix was applied I have not crashed one time, I have however every time I suspect it would have I have instead stalled for some time, often became de-synced and or disconnected with server error 2004 or 2014. So I suspect the issue is that when a server side network mishap occurs my game stalls trying to sort it out and the deadlock detector preemptively kills the game erroneously.

These still seem to be relevant, but not to the crashing. The lua heap being enlarged seems to still help with short term stalls, and the LOD is still broken, which if you dont want to see primitives you should “fix”