thanks to everyone who has tried to help
i have engaged in some deeper sleuthing and more rigorous testing.
so far, the previous instability appears to have been a freak concidence: bg3 hasn’t crashed in roughly 20 minutes of play.
Songs of conquest continues crashing (albeit mysteriously the frequency of its crashes is much much higher on 6.19, and has never crashed on 6.18). It did crash once on the steamdeck which it had never done before though.
although the word “methodology” is being used very very loosely, let me explain the discovery process.
When the system updated to 6.19 i was getting major, consistent crashes when firefox was streaming video. These crashes stopped when the updates to the GStreamer plugins were pushed and installed.
However, when a game i hadn’t played on this machine on fedora before, which is very very light on the hardware requirments side of things, started crashing every 5 minutes, i started getting suspicious about the stability of the 6.19 kernel, especially since i had read about the implementation of a more low-level sync technology than before, which wine and proton took advantage of.
And given that I tested 2 heavier games but well-known for stability, I was driven to the conclusion that something might be off, which led me to create the account and report the incident here.
Today however, booting to 6.19, bg3, as previously mentioned, seems to have been working seamlessly.
After 30 minutes of playtesting, I switched to the previous culptrit, Songs of Conquest
It predictably crashed within 5 minutes
HOWEVER, having noted the time i booted up the game, i checked on journalctl, which came out blank for the relevant time window.
I therefore went to the game’s logs
prite was not active at the time of setting visible. This should be active in the prefab!. Forcing to active. Path:SceneContext->Map Entities->AdventureMapEntityInteractableContainer(Clone)->(Addressable) Orchard->Container->Mid->Empty->Sprite
Sprite was not active at the time of setting visible. This should be active in the prefab!. Forcing to active. Path:SceneContext->Map Entities->AdventureMapEntityInteractableContainer(Clone)->(Addressable) Orchard->Container->Mid->Empty->Sprite
Sprite was not active at the time of setting visible. This should be active in the prefab!. Forcing to active. Path:SceneContext->Map Entities->AdventureMapEntityInteractableContainer(Clone)->(Addressable) Orchard->Container->Mid->Full->Sprite
Sprite was not active at the time of setting visible. This should be active in the prefab!. Forcing to active. Path:SceneContext->Map Entities->AdventureMapEntityInteractableContainer(Clone)->(Addressable) Orchard->Container->Mid->Full->Sprite
Sprite was not active at the time of setting visible. This should be active in the prefab!. Forcing to active. Path:SceneContext->Map Entities->AdventureMapEntityInteractableContainer(Clone)->(Addressable) Orchard->Container->Mid->Empty->Sprite
Sprite was not active at the time of setting visible. This should be active in the prefab!. Forcing to active. Path:SceneContext->Map Entities->AdventureMapEntityInteractableContainer(Clone)->(Addressable) Orchard->Container->Mid->Empty->Sprite
[SafeTransition] Waiting... GC:True Addr:True (ops:0 pending:0) MinFrames:False
[SafeTransition] LoadSceneAdditive(AdventureScene) waited 0.22s (20 frames) for safe state
[PLATFORM] Failed to sign in to EpicSocialManager: [SOCIAL] SignInFailed
[PLATFORM] Rescheduling reconnect attempt (2/3) for EpicSocialManager in 60 seconds.
[PLATFORM] OnApplicationFocus(False)
[PLATFORM] OnApplicationFocus(True)
Tried to set selection marker on commander id 2836 without a view
[PLATFORM] Failed to sign in to EpicSocialManager: [SOCIAL] SignInFailed
[PLATFORM] Abandoning reconnect attempts for EpicSocialManager after 3
Tried to set selection marker on commander id 2836 without a view
Tried to set selection marker on commander id 2836 without a view
[PLATFORM] Failed to sign in to EpicSocialManager: [SOCIAL] SignInFailed
[PLATFORM] Abandoning reconnect attempts for EpicSocialManager after 3
Tried to set selection marker on commander id 2836 without a view
Claiming battlefield: 2243v874. isServer:True. BattleStateHash:-671028758. Active Battles:1
Unclaiming battlefield: 2243v874. isServer:True. BattleStateHash:-671028758. Active Battles:0
Dialogue Disposing
Unloading 2 Unused Serialized files (Serialized files now loaded: 69)
[PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
UnloadTime: 2.248600 ms
Unloading 31198 unused Assets to reduce memory usage. Loaded Objects now: 94185.
Total: 118.290800 ms (FindLiveObjects: 5.886500 ms CreateObjectMapping: 7.050700 ms MarkObjects: 73.717200 ms DeleteObjects: 31.635200 ms)
these indeed seem to be pointing to some desync issue, with what my limited knowledge can say.
Is it an indie game’s poor implementation of the Unity Engine?
Is it some kind of bug on the new features of wine11/proton?
I’m not able to say, but I’m pasting the logs nonetheless in case they may be of help to anyone