[Linux/Bazzite] FFVII Remake + Luma: FSR4 DX11on12 RenderThread timeout unless Fsr4Update=false and CreateD3D12DeviceForLuma=false #1190
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[Linux/Bazzite] FFVII Remake + Luma: FSR4 DX11on12 RenderThread timeout unless Fsr4Update=false and CreateD3D12DeviceForLuma=false
Game name and version:
FINAL FANTASY VII REMAKE INTERGRADE (Steam)
Steam AppID: 1462040
Steam build ID tested: 21888968
Mods and mod versions used
7534ad0)GPU
AMD Radeon RX 9070 XT
RADV GFX1201 / RDNA4
OS
Linux / Bazzite
Proton:
Proton-CachyOS 11.0-20260703-slr
Game API:
D3D11 through DXVK
Resolution / display setup:
3840x2160 HDR
Used automated or manual install?
If on AMD/Intel and Automated, used DLSS inputs?
DLSS input is provided through Luma.
Did you check the Wiki and Compatibility List?
Description
I managed to get FSR 4.1.1 working correctly in FINAL FANTASY VII REMAKE on Bazzite/Linux together with Luma HDR, but two OptiScaler settings are required to avoid a reproducible Unreal Engine RenderThread timeout.
The working path is:
FSR4 was directly verified using the FSR watermark:
The game is currently stable with this configuration.
Luma / OptiScaler DLL chain
Luma was installed first into:
Luma's original:
was renamed to:
OptiScaler:
was renamed to:
and OptiScaler is configured with:
Luma itself works correctly under Linux/DX11 and fixes the HDR presentation.
In Luma:
This is the input used by OptiScaler.
Steam launch options
Current working launch options:
The
scb ... --hdr-enabledpart is specific to my Bazzite/HDR setup.The relevant generic part is:
Working OptiScaler configuration
For OptiScaler v0.9.4-final:
Normal logging after troubleshooting:
Important note:
For v0.9.4-final the correct D3D11-on-D3D12 FSR backend is:
Using
ffx_12with this release did not select the intended backend and silently fell through to an FSR2 path in my test.Problem 1: Fsr4Update causes RenderThread timeout
With:
the game reaches a black screen and then crashes with:
The detailed OptiScaler log stops here:
There is no subsequent:
Looking at the v0.9.4 source, the first significant external operation inside this path is the FFX D3D12 version query.
So the observed hang appears to happen before FFX context creation, most likely during the first SDK/provider query.
With:
the same
fsr31_12backend initializes successfully.Problem 2: CreateD3D12DeviceForLuma=auto also causes the timeout
After getting the game working with:
OptiScaler's overlay later rewrote:
while
Fsr4Updateremainedfalse.On the next launch the same black-screen / RenderThread timeout returned.
Restoring only:
made the game start normally again.
So on this specific combination, both conditions are independently relevant:
Successful log evidence
With the working configuration:
the log shows:
hkcreateModelSDK2is then called repeatedly during normal gameplay.The local upscaler DLL was verified as:
The Proton prefix also contains:
but the stable configuration uses:
and the FSR watermark reports:
Expected result
OptiScaler should ideally be able to use:
with Luma on Linux without entering the RenderThread timeout path.
If appropriate, a game/Luma quirk for FINAL FANTASY VII REMAKE could force:
for this configuration.
Alternatively, it would be useful to understand why:
_createContext!, andCurrent workaround
The following is stable:
with:
Result:
No black screen, no RenderThread timeout, HDR works, and gameplay is stable.
I have attached
LogLevel=0from a successful FSR4 launchFSR4 UPSCALE 4.1.1 / SOURCE: LOCALWin64_relevant_files.txtused instead because HDR screenshots render incorrectly when uploaded)OptiScaler_working_FSR4_4.1.1.ini.txt)OptiScaler_success_FSR4_4.1.1.log.gz
Win64_relevant_files.txt
OptiScaler_working_FSR4_4.1.1.ini.txt
Hi,
From what I saw you have shared info about working runs. To detect and diagnose the issue we need info about unsuccessful runs.
Hi @cdozdil and @IamInnocent3X,
Thanks for your replies. I've gone back through my troubleshooting records and recovered additional evidence from unsuccessful FF7 Remake launches.
@cdozdil — Regarding the failed-run evidence:
You're correct that my original attachment was a successful OptiScaler log.
I have now recovered 11 original Unreal Engine crash reports from September 15 to October 8, 2026, all reporting:
I've also prepared a sanitized crash-context extract from an unsuccessful October 2 run, removing machine identifiers, login identifiers and local paths.
The corresponding original Unreal Engine minidumps are still available locally, but I haven't published them for privacy reasons.
My troubleshooting history identified two separate configurations associated with the timeout:
Failure A:
Failure B:
The historically confirmed working configuration was:
During a documented failing initialization, the OptiScaler log excerpt stopped around:
The
_createContext!message observed in successful runs was not reached.These historical observations help narrow down the failure, although I cannot definitively match every recovered Unreal Engine crash report to its exact OptiScaler INI state.
Unfortunately, I haven't recovered a complete OptiScaler log from a failed launch. The attached sanitized crash context is additional evidence, not a replacement for that log.
@IamInnocent3X — Regarding your Nightly 1410 results:
One finding from my investigation may be particularly relevant to your Rendering Thread error.
CreateD3D12DeviceForLuma=autowas independently associated with the timeout in my configuration, even whenFsr4Update=false.More importantly, changing only:
restored successful launching.
I observed this behavior on separate occasions. At least once, saving settings through the OptiScaler overlay rewrote this parameter back to
auto, and the launch failure returned. Restoringfalseresolved it again.This makes the
CreateD3D12DeviceForLumasetting one of the strongest suspects in my specific setup.Since you mentioned already applying the INI edits, I would suggest first verifying that the setting actually remains
falsein the saved INI after using the overlay.If it is already
falseand you still get the timeout, then my workaround is clearly insufficient for your configuration, and your failed-run OptiScaler log would be valuable.Your environment also differs from mine: Nightly 1410, Proton Experimental on SteamOS, the 4K HD Remake Project and an additional SDR ReShade, versus my OptiScaler 0.9.4-final + Proton-CachyOS + Luma HDR setup on Bazzite.
I cannot determine from the available evidence whether any of those differences contribute to your crashes or heavy microstutters.
I hope the recovered crash evidence and the reproducible configuration differences help narrow down the issue. Thanks again for investigating.
FF7_Remake_failed_crash_2026-10-02_sanitized.xml.txt