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Vega 56 upgrade, Cities Skylines.
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madpinger 7 May, 2019

So, yeah. This is annoying. Prob simple, I just don't know the solution and can't find it on internet searches.

Upgraded from GTX 960 to Vega 56 (You nuts are the one that suggested it I might add, Performance is nice I might add even if not as big an upgrade as I had hoped), went smooth. Everything runs, that that did run before, except Cities skyline. Avorion still is borked, nfc on that. Hasn't worked for a while now, for me. Dev's gave up on it. meh.

Anyway, I've tried wiping the install clean, startup options, etc etc. It just immediately CTD upon launch.

As an aside, Path of Exile via Proton is much much nicer to play now ^.^ Yay Vulkan :3


player.log
Xlib:  extension "AMDGPU" missiNew context 0x35d0ee0 created with attributes:
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GXlib:  extension "AMDGPU" missing on display ":0.0".
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  Major opcode of failed request:  155 (GLX)
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OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 56430304
AudioManager: Using PulseAudio: Default Output Device
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    GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, 
    GL_ARB_shader_texture_lod, GL_ARB_shader_viewport_layer_array, 
    GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, 
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, 
    GL_ARB_spirv_extensions, GL_ARB_stencil_texturing, GL_ARB_sync, 
    GL_ARB_tessellation_shader, GL_ARB_texture_barrier, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, 
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, 
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, 
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, 
    GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, 
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, 
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, 
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_snorm, GL_ARB_texture_stencil8, GL_ARB_texture_storage, 
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, 
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, 
    GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, 
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, 
    GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, 
    GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, 
    GL_ATI_texture_env_combine3, GL_ATI_texture_float, 
    GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, 
    GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_depth_bounds_test, 
    GL_EXT_direct_state_access, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, 
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, 
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, 
    GL_EXT_memory_object, GL_EXT_memory_object_fd, GL_EXT_multi_draw_arrays, 
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, 
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
    GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex, 
    GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_semaphore, 
    GL_EXT_semaphore_fd, GL_EXT_separate_specular_color, 
    GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, 
    GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, 
    GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, 
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, 
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, 
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, 
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, 
    GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, 
    GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, 
    GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, 
    GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_IBM_texture_mirrored_repeat, GL_INTEL_fragment_shader_ordering, 
    GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_no_error, 
    GL_KHR_parallel_shader_compile, GL_KHR_robust_buffer_access_behavior, 
    GL_KHR_robustness, GL_KTX_buffer_region, 
    GL_NV_alpha_to_coverage_dither_control, GL_NV_blend_square, 
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, 
    GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, 
    GL_NV_half_float, GL_NV_primitive_restart, GL_NV_texgen_reflection, 
    GL_NV_texture_barrier, GL_NV_vdpau_interop, GL_OES_EGL_image, 
    GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, 
    GL_SUN_multi_draw_arrays, GL_WIN_swap_hint

OpenGL version string: 4.6.13556 Compatibility Profile Context 19.10.9.418
OpenGL shading language version string: 4.60
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile
OpenGL extensions:
    GL_AMDX_debug_output, GL_AMD_blend_minmax_factor, 
    GL_AMD_conservative_depth, GL_AMD_debug_output, 
    GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend, 
    GL_AMD_framebuffer_sample_positions, GL_AMD_gcn_shader, 
    GL_AMD_gpu_shader_half_float, GL_AMD_gpu_shader_half_float_fetch, 
    GL_AMD_gpu_shader_int16, GL_AMD_gpu_shader_int64, 
    GL_AMD_interleaved_elements, GL_AMD_multi_draw_indirect, 
    GL_AMD_name_gen_delete, GL_AMD_occlusion_query_event, 
    GL_AMD_performance_monitor, GL_AMD_pinned_memory, 
    GL_AMD_query_buffer_object, GL_AMD_sample_positions, 
    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_atomic_counter_ops, 
    GL_AMD_shader_stencil_export, GL_AMD_shader_stencil_value_export, 
    GL_AMD_shader_trace, GL_AMD_shader_trinary_minmax, 
    GL_AMD_stencil_operation_extended, GL_AMD_texture_cube_map_array, 
    GL_AMD_texture_texture4, GL_AMD_transform_feedback3_lines_triangles, 
    GL_AMD_transform_feedback4, GL_AMD_vertex_shader_layer, 
    GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility, 
    GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility, 
    GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_bindless_texture, 
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage, 
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control, 
    GL_ARB_color_buffer_float, GL_ARB_compatibility, 
    GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, 
    GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, 
    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, 
    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, 
    GL_ARB_depth_texture, GL_ARB_derivative_control, 
    GL_ARB_direct_state_access, GL_ARB_draw_buffers, 
    GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, 
    GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, 
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, 
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
    GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments, 
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, 
    GL_ARB_get_texture_sub_image, GL_ARB_gl_spirv, GL_ARB_gpu_shader5, 
    GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
    GL_ARB_imaging, GL_ARB_indirect_parameters, GL_ARB_instanced_arrays, 
    GL_ARB_internalformat_query, GL_ARB_internalformat_query2, 
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, 
    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_parallel_shader_compile, 
    GL_ARB_pipeline_statistics_query, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_polygon_offset_clamp, 
    GL_ARB_program_interface_query, GL_ARB_provoking_vertex, 
    GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior, 
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, 
    GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters, 
    GL_ARB_shader_ballot, GL_ARB_shader_bit_encoding, 
    GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote, 
    GL_ARB_shader_image_load_store, GL_ARB_shader_image_size, 
    GL_ARB_shader_objects, GL_ARB_shader_precision, 
    GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object, 
    GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, 
    GL_ARB_shader_texture_lod, GL_ARB_shader_viewport_layer_array, 
    GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, 
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, 
    GL_ARB_spirv_extensions, GL_ARB_stencil_texturing, GL_ARB_sync, 
    GL_ARB_tessellation_shader, GL_ARB_texture_barrier, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, 
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, 
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, 
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, 
    GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, 
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, 
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, 
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_snorm, GL_ARB_texture_stencil8, GL_ARB_texture_storage, 
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, 
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, 
    GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, 
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, 
    GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, 
    GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, 
    GL_ATI_texture_env_combine3, GL_ATI_texture_float, 
    GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, 
    GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_depth_bounds_test, 
    GL_EXT_direct_state_access, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, 
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, 
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, 
    GL_EXT_memory_object, GL_EXT_memory_object_fd, GL_EXT_multi_draw_arrays, 
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, 
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
    GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex, 
    GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_semaphore, 
    GL_EXT_semaphore_fd, GL_EXT_separate_specular_color, 
    GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, 
    GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, 
    GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, 
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, 
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, 
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, 
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, 
    GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, 
    GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, 
    GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, 
    GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_IBM_texture_mirrored_repeat, GL_INTEL_fragment_shader_ordering, 
    GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_no_error, 
    GL_KHR_parallel_shader_compile, GL_KHR_robust_buffer_access_behavior, 
    GL_KHR_robustness, GL_KTX_buffer_region, 
    GL_NV_alpha_to_coverage_dither_control, GL_NV_blend_square, 
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, 
    GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, 
    GL_NV_half_float, GL_NV_primitive_restart, GL_NV_texgen_reflection, 
    GL_NV_texture_barrier, GL_NV_vdpau_interop, GL_OES_EGL_image, 
    GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, 
    GL_SUN_multi_draw_arrays, GL_WIN_swap_hint

OpenGL ES profile version string: 4.6.13556 Compatibility Profile Context 19.10.9.418
OpenGL ES profile shading language version string: 4.60
OpenGL ES profile extensions:
    GL_AMDX_debug_output, GL_AMD_blend_minmax_factor, 
    GL_AMD_conservative_depth, GL_AMD_debug_output, 
    GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend, 
    GL_AMD_framebuffer_sample_positions, GL_AMD_gcn_shader, 
    GL_AMD_gpu_shader_half_float, GL_AMD_gpu_shader_half_float_fetch, 
    GL_AMD_gpu_shader_int16, GL_AMD_gpu_shader_int64, 
    GL_AMD_interleaved_elements, GL_AMD_multi_draw_indirect, 
    GL_AMD_name_gen_delete, GL_AMD_occlusion_query_event, 
    GL_AMD_performance_monitor, GL_AMD_pinned_memory, 
    GL_AMD_query_buffer_object, GL_AMD_sample_positions, 
    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_atomic_counter_ops, 
    GL_AMD_shader_stencil_export, GL_AMD_shader_stencil_value_export, 
    GL_AMD_shader_trace, GL_AMD_shader_trinary_minmax, 
    GL_AMD_stencil_operation_extended, GL_AMD_texture_cube_map_array, 
    GL_AMD_texture_texture4, GL_AMD_transform_feedback3_lines_triangles, 
    GL_AMD_transform_feedback4, GL_AMD_vertex_shader_layer, 
    GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility, 
    GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility, 
    GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_bindless_texture, 
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage, 
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control, 
    GL_ARB_color_buffer_float, GL_ARB_compatibility, 
    GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, 
    GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, 
    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, 
    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, 
    GL_ARB_depth_texture, GL_ARB_derivative_control, 
    GL_ARB_direct_state_access, GL_ARB_draw_buffers, 
    GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, 
    GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, 
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, 
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
    GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments, 
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, 
    GL_ARB_get_texture_sub_image, GL_ARB_gl_spirv, GL_ARB_gpu_shader5, 
    GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
    GL_ARB_imaging, GL_ARB_indirect_parameters, GL_ARB_instanced_arrays, 
    GL_ARB_internalformat_query, GL_ARB_internalformat_query2, 
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, 
    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_parallel_shader_compile, 
    GL_ARB_pipeline_statistics_query, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_polygon_offset_clamp, 
    GL_ARB_program_interface_query, GL_ARB_provoking_vertex, 
    GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior, 
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, 
    GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters, 
    GL_ARB_shader_ballot, GL_ARB_shader_bit_encoding, 
    GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote, 
    GL_ARB_shader_image_load_store, GL_ARB_shader_image_size, 
    GL_ARB_shader_objects, GL_ARB_shader_precision, 
    GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object, 
    GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, 
    GL_ARB_shader_texture_lod, GL_ARB_shader_viewport_layer_array, 
    GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, 
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, 
    GL_ARB_spirv_extensions, GL_ARB_stencil_texturing, GL_ARB_sync, 
    GL_ARB_tessellation_shader, GL_ARB_texture_barrier, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, 
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, 
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, 
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, 
    GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, 
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, 
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, 
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_snorm, GL_ARB_texture_stencil8, GL_ARB_texture_storage, 
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, 
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, 
    GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, 
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, 
    GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, 
    GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, 
    GL_ATI_texture_env_combine3, GL_ATI_texture_float, 
    GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, 
    GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_depth_bounds_test, 
    GL_EXT_direct_state_access, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, 
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, 
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, 
    GL_EXT_memory_object, GL_EXT_memory_object_fd, GL_EXT_multi_draw_arrays, 
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, 
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
    GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex, 
    GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_semaphore, 
    GL_EXT_semaphore_fd, GL_EXT_separate_specular_color, 
    GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, 
    GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, 
    GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, 
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, 
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, 
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, 
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, 
    GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, 
    GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, 
    GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, 
    GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_IBM_texture_mirrored_repeat, GL_INTEL_fragment_shader_ordering, 
    GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_no_error, 
    GL_KHR_parallel_shader_compile, GL_KHR_robust_buffer_access_behavior, 
    GL_KHR_robustness, GL_KTX_buffer_region, 
    GL_NV_alpha_to_coverage_dither_control, GL_NV_blend_square, 
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, 
    GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, 
    GL_NV_half_float, GL_NV_primitive_restart, GL_NV_texgen_reflection, 
    GL_NV_texture_barrier, GL_NV_vdpau_interop, GL_OES_EGL_image, 
    GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, 
    GL_SUN_multi_draw_arrays, GL_WIN_swap_hint


uname -a
Linux ws001 4.15.0-48-generic #51-Ubuntu SMP Wed Apr 3 08:28:49 UTC 2019 x86_64 x86_64 x86_64 GNU/Linux

Shmerl 7 May, 2019

This looks fishy:

client glx vendor string: AMD
OpenGL core profile version string: 4.6.13556 Core Profile Context 19.10.9.418
OpenGL version string: 4.6.13556 Compatibility Profile Context 19.10.9.418


Basically, you aren't using Mesa, but AMD blob. Don't do that. Make sure you remove all blob drivers, and use latest kernel and Mesa (you still need GPU firmware though).

madpinger 7 May, 2019

Well, looking at the benchmarks on phoronix and decided to try the bin driver first, it's only cities that has the issue. It should be fine with this driver. I'll switch the drivers around at some point just to compare performance directly eventually, if for nothing else. I'd like to try to resolve it using the driver as it is, for it's a game specific issue rather than a driver issue it seems to me.

Thanks for the reply ^.^

Shmerl 7 May, 2019

Not sure where you looked, but Mesa (radeonsi) beats the blob point blank. Simply don't waste time troubleshooting the blob. AMD explicitly said not to use it for gaming and use Mesa instead. To put it differently - AMD aren't spending time supporting it for such use cases (their primary use case are some legacy CAD users and the like). They plan to eventually phase it out completely and use radeonsi for all OpenGL purposes.

Not sure where this confusion is still coming from, that blob is gaming worthy. Phoronix even reported on the opposite a few times.

madpinger 9 May, 2019

Hmm, Well. That's not what I recalled reading, either way I can't really say with the exception of this single game that I have any issues with the blob. Still feels like instead of figuring out why this one game is being like that, when everything else works you wont' even consider that aspect of the question and only push the driver change. It's not like that's the only solution. I already said I'd poke that option later, atm I'm playing around with the Blob <.<

mirv 9 May, 2019

Quoting: madpingerHmm, Well. That's not what I recalled reading, either way I can't really say with the exception of this single game that I have any issues with the blob. Still feels like instead of figuring out why this one game is being like that, when everything else works you wont' even consider that aspect of the question and only push the driver change. It's not like that's the only solution. I already said I'd poke that option later, atm I'm playing around with the Blob <.<

Nothing can be fixed if it won't work with the blob. The blob might have incompatibility issues with some library, causing a bad window creation that simply cannot be fixed by you, or anyone here. There are a multitude of possible causes, and quite honestly the best solution to them all is: use Mesa. Even the game developers will mention support is for Mesa, not the blobs.

If it's shader heavy, then the blobs might (might) give better performance. Maybe. But they'll almost certainly be more unstable too.

Of course, if you've got no problems using the blobs, then by all means stick with them. Nothing wrong with it. So few people use them around here though, that there's very little chance of any kind of help with problems that occur, and virtually no chance at all that someone can help with a very specific game.

....but use Mesa.

madpinger 9 May, 2019

Yeah, I knew that was the general position among the community to begin with, What I was not phrasing correctly was that that the blob has vastly improved from the initial release of vega, as I reviewed the material to be certain.

Far as the game goes, seems like it's a specific issue that could be resolved otherwise, why I was mainly asking at all as that's outside my experience and memory of sim solutions. The extensions its saying are missing are there, etc. Tho certainly, it may be that the driver is the only way to resolve it as well. I don't know obviously. Just disappointed nothing was ever even offered up to try out. :/ I had figured at the least there would be some launch option to change the path or env to work around it's silliness, oh well. *shrug*

Shmerl 9 May, 2019

@madpinger: Think about it this way. If you find issues in Mesa, you can report a bug and follow progress helping everyone else in result. If you find a bug in the blob - you won't see any progress and won't help others since no one is using it.

madpinger 9 May, 2019

Well, certainly no one seems to want to even attempt to help unless I use it :p

mirv 9 May, 2019

Quoting: madpingerWell, certainly no one seems to want to even attempt to help unless I use it :p

You say that....but again, it's that nobody is using the blobs, so they have no experience to draw upon to help. If you choose to use the blobs, you're choosing something that people simply can't help you with.

whizse 9 May, 2019
  • Supporter

I don't think it's a matter of not wanting, as much as not knowing how to. Less and less people have any experience with, or use for amdgpu-pro.

As for your problems, the only similar reports I have found on Google is this:
https://community.amd.com/thread/221755
A broken install or mismatch with the amdgpu driver shipped with the distribution? No idea how much of that applies to your problem.

Do other OpenGL applications run? It's hard to tell which other titles you have tried that explicitly uses OpenGL. What happens with a simple run of glxgears? If it doesn't work, your install might be broken. If applications run without problems but produce the same warning it might be harmless and the problem is with the game.

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