**System Information:**
* **OS:** Fedora Linux 44 (KDE Plasma Desktop Edition)
* **Kernel:** `7.2.5-200.fc44.x86_64` (Built with `CONFIG_CGROUP_DMEM=y`)
* **GPU:** NVIDIA GeForce RTX 3070 8GB (Device ID: `0x2484`)
* **Driver Version:** 615.71.09
* **Session Type:** Wayland
* **cgroup Status:** Active (`/sys/fs/cgroup/dmem.capacity` reports `8589934592` bytes for `nvidia/00000000:06:00.0/vidmem`)
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### Issue 1: Wayland EGL Crash in Desktop Applications (\`libnvidia-eglcore.so\` SEGV_MAPERR at \`0xc\`)
Under Wayland on KDE Plasma, applications utilizing hardware-accelerated EGL rendering (e.g., Firefox 156.0 with WebRender/WebGL) consistently crash inside \`libnvidia-eglcore.so.615.71.09\` due to a null-pointer dereference.
**\*\*Crash Signature:\*\***
\* \*\*Crash Type:\*\* \`SIGSEGV / SEGV_MAPERR\`
\* \*\*Crash Address:\*\* \`0xc\` (Null pointer dereference)
\* \*\*Faulting Module:\*\* \`libnvidia-eglcore.so.615.71.09\`
\* \*\*Top Stack Frames:\*\*
\`\`\`text
Frame 0: 0x7efdca52c45d (libnvidia-eglcore.so.615.71.09)
Frame 1: 0x7efdca4b3843 (libnvidia-eglcore.so.615.71.09)
Frame 2: 0x7efdee23ae7f (libxul.so)
The crash occurs when rendering hardware-accelerated pages (e.g. login pages with reCAPTCHA or WebGL canvas). Disabling hardware acceleration or running via XWayland prevents the crash, pointing to a regression in native Wayland EGL surface/buffer management in 615.71.09.
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### Issue 2: VKD3D-Proton vkCreateDevice Failure (vr -3) in DirectX 12 / UE5
Newer Unreal Engine 5 DirectX 12 titles (The Blood of Dawnwalker) fail to initialize the Vulkan device upon launch under Proton/VKD3D, returning:
err:vkd3d_create_vk_device: Failed to create Vulkan device, vr -3 (VK_ERROR_INITIALIZATION_FAILED).
Workaround Analysis:
The game launches successfully only when applying the following constraints:
VKD3D_CONFIG=no_subgroups,single_queue VKD3D_FEATURE_LEVEL=12_0 %command%
• single_queue: Bypasses driver failure during multi-queue family / async compute initialization.
• VKD3D_FEATURE_LEVEL=12_0: Bypasses driver failure when negotiating D3D12 Feature Level 12_2 / DXR 1.1 requirements.
• no_subgroups: Bypasses known compute pipeline / warp divergence issues in 615.
Note on DLSS: While these flags allow the game to boot, capping the feature level to 12_0 and disabling subgroups causes the DLSS (NGX) capability check to fail, locking out DLSS in the game’s settings.
Expected Behavior:
vkCreateDevice should succeed with default D3D12 Ultimate / multi-queue capabilities, and Wayland EGL surfaces should render without null-pointer dereferences in libnvidia-eglcore.so.