NVIDIA / NVIDIA/open-gpu-kernel-modules

Periodic, non-fatal GPU work-submission stall (~7-9s cycle) across multiple renderers on RTX 5080 — distinct from Xid 109/crash reports

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Description

Summary:
Reproducible, perfectly periodic stall where the GPU alternates between ~97-98% and ~17-25% utilization on a strict ~7-9 second cycle, across multiple unrelated game engines, with no Xid error, no crash, no driver recovery — this appears distinct from the Xid 109 CTX SWITCH TIMEOUT crash reports (#1080, #1097, ValveSoftware/csgo-osx-linux#3290) and the general desktop stutter in #777.

System:

  • Bazzite (Fedora Kinoite-based), KDE Plasma 6, Wayland
  • CPU: Intel Core Ultra 7 265K
  • GPU: RTX 5080 (GB203), 16GB VRAM
  • Driver: nvidia-open, tested 610.43.02 and 595.71.05 (both from the experimental-bleeding-edge branch per in-game diagnostics — no mature/stable branch currently exists for this GPU)
  • Display: 5120x2160, tested at 120Hz+VRR and fixed 60Hz/no-VRR — no effect on the pattern

Reproduction matrix (all at max settings, 5120x2160):

Title Engine Renderer path Result
The Last of Us Part I Naughty Dog proprietary DX12 via Proton/VKD3D-Proton Periodic stall (FPS ~120↔17)
RoboCop: Rogue City Unreal Engine 5 DX12 via Proton/VKD3D-Proton Periodic stall
Counter-Strike 2 Source 2 Native Vulkan, no Proton Periodic stall (FPS ~60-100↔15)
Team Fortress 2 Source 1 Native OpenGL/Vulkan, no Proton Clean, no oscillation

Proton is therefore not a required factor (CS2 reproduces natively) — the discriminator looks more like renderer complexity (multi-queue/async-compute usage), present in the three affected titles and absent in TF2's simpler forward renderer.

Key measurement: during the low-utilization phase, GPU clocks/power state do NOT drop (stays P0, ~2780-2820MHz, no HW/SW slowdown flag) — the GPU has full clock/power headroom throughout, it simply isn't being handed work. This also reproduces identically in a completely static scene (game's own pause menu / title screen with no simulation running), ruling out scene-content-driven load variance.

Ruled out: VRAM (never saturated), system RAM/swap, disk I/O (PSI = 0), HDR, native-Wayland vs Xwayland, CPU P-core/E-core pinning (all threads pinned to P-cores via taskset — no change), network/telemetry latency, other GPU clients (nvidia-smi pmon confirms only the game process has load), VRR/refresh-rate/fps-cap combinations, Proton version (Hotfix vs 10.0 — the latter caused an unrelated single Xid 109 hang on savegame load, not the periodic pattern), driver version (610.43.02 vs 595.71.05, same branch).

Happy to provide nvidia-bug-report.sh output, raw nvidia-smi CSV logs, or test further permutations if useful.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Begin with the reproduction matrix and compare the affected DX12/Vulkan titles against Team Fortress 2's clean result. Collect the offered nvidia-bug-report.sh output and raw nvidia-smi CSV logs while observing the reported 7–9 second cycle. Done means identifying a reproducible driver-side cause or narrowing the failure to a specific renderer or submission path.

Written by the indexing model from the issue text.

Assessment

Tech stack
c, linux
Domain
computer-graphics, operating-systems, performance
Issue type
Bug
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
35/100

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