VKD3D-Proton descriptor heap path causes VK_ERROR_DEVICE_LOST on driver 610 in The First Descendant

System:

  • GPU: RTX 2060 SUPER
  • Driver: 610.xx (regression compared to 595)
  • OS: Linux
  • Proton: GE-Proton 11
  • VKD3D-Proton: 3.1.0
  • Game: The First Descendant (UE5 DX12 title)

Issue:

When forcing descriptor heap path in VKD3D-Proton:

VKD3D_CONFIG=descriptor_heap

the game crashes during map loading with:

VK_ERROR_DEVICE_LOST

This was not reproducible on driver 595.

Without this option, the game runs normally on both drivers.

Relevant log:

Unsupported descriptor count 2000000 for heap type 0 (max 1000000)

No observable fallback allocation to 1M occurs before device loss.

Expected behavior:

Either:

  • Proper fallback to valid descriptor heap size (1M), or
  • No device loss when encountering out-of-spec descriptor requests.

Actual behavior:

Device lost during resource/descriptor allocation stage on driver 610 only.

Regression suspected in Vulkan driver interaction with VK_EXT_descriptor_heap path.

Additional information after further testing:

I can now reproduce a similar issue in another Direct3D 12 title (Stellar Blade).

On NVIDIA driver 610.xx:

  • Launching with VKD3D_CONFIG=descriptor_heap consistently results in a VK_ERROR_DEVICE_LOST during gameplay/loading.
  • Removing VKD3D_CONFIG=descriptor_heap avoids the issue.

This behavior was not reproducible on the previous 595 driver.

Relevant log excerpt:

VKD3D_CONFIG=‘descriptor_heap’

VK_EXT_descriptor_heap enabled (32 / 32 size, raw uav counter on)

err:vkd3d-proton:vkd3d_wait_for_gpu_timeline_semaphore:
Failed to wait for Vulkan timeline semaphore, vr -4

VK_ERROR_DEVICE_LOST

At this point, the issue no longer appears to be isolated to a single Direct3D 12 game. The same behavior can now be reproduced in multiple titles when the descriptor heap path is enabled on the 610 driver.

I’m not yet sure whether this is a driver regression or an interaction with VK_EXT_descriptor_heap, but since the behavior changed between driver 595 and 610, I wanted to provide this additional data point.

Hi there @daniyaljahandide8806, welcome to the NVIDIA developer forums.

Usually we point to the GeForce end-user forums for any Gaming related problems.

Since you added this detailed debugging information, I will forward this to Vulkan devs internally.

Thank you for bringing this up!