Merge pull request #101 from PolarSeeker77/docs/nvidia-reports

Document NVIDIA reports instead of "NVIDIA is not validated"
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Kalah authored and GitHub committed 2026-10-19 19:08:32 +02:00
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@@ -40,7 +40,7 @@ Game files, Riot installers, account databases, tokens, local prefixes, captures
## Requirements
- x86-64 Linux **5.14 or newer**, an X11 session or Xwayland, and a working hardware Vulkan/OpenGL driver. AMD RADV has been exercised; other drivers are not validated. Hybrid laptops usually render on the integrated GPU unless started with PRIME offload; NVIDIA is not validated. See [hybrid graphics](docs/TROUBLESHOOTING.md#hybrid-graphics-laptops-amdintel-igpu--nvidia).
- x86-64 Linux **5.14 or newer**, an X11 session or Xwayland, and a working hardware Vulkan/OpenGL driver. AMD RADV and the NVIDIA driver (proprietary and open kernel modules) have been exercised, see [NVIDIA](docs/TROUBLESHOOTING.md#nvidia); other drivers are not validated. Hybrid laptops usually render on the integrated GPU unless started with PRIME offload. See [hybrid graphics](docs/TROUBLESHOOTING.md#hybrid-graphics-laptops-amdintel-igpu--nvidia).
- Git + Git LFS, Bash, curl, unzip, CMake, Make, Clang/LLD, LLVM development files, a C/C++ compiler, Python 3.12+ and the Darling build dependencies. The patch includes LLVM 22/23 branch-opcode compatibility; the new PC used LLVM/Clang 23. Node.js is needed only for the offline JavaScript checks.
- X11/XCB/SHM development files for the current runtime helpers.
- Enough free disk for Darling sources/build, Git LFS assets and the game: budget at least 50 GB. Building is substantially larger than this source-only repository.
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@@ -374,11 +374,25 @@ On Hyprland, also check that direct scanout is off (`hyprctl getoption render:di
On the NVIDIA proprietary driver, check the submit worker's kernel time: a thread of the game process spending most of its time in the kernel (`/proc/<pid>/task/<tid>/stat` system time, or `perf trace -s -p <pid>`) points at driver calls. Each `vkQueueSubmit2` and each CPU-side `vkSignalSemaphore` is an RM control ioctl (command `0xc020462a`) that queues on a driver-wide lock. Before 2026-10-18 every command buffer signalled the event loop's wake-up semaphore, ~25 times per frame; with lazy wake-ups (default) and a 5 ms batch window (`/tmp/metal-submit-batch-us` = `5000`, `/tmp/metal-submit-batch-max` = `64`) an RTX 4090 ran at 206–552 FPS against 91–147 FPS with `/tmp/metal-no-lazy-wakeup`, in alternating 20 s phases of one match (the later phases with wake-ups on were capped at 240 FPS) (see [setup](SETUP.md#metal-and-indium-overlays)).
The NVIDIA performance figures above were reported on an earlier runtime base;
they have not been remeasured after integration with current `main`.
they have not been remeasured after integration with current `main`. On `bcb3245` an RTX 5060 Laptop reported ~200–215 FPS in Practice Tool ([#53](https://github.com/lucannez64/darling-lol/issues/53)).
## NVIDIA
With the window visual and compositor draw buffer fixes (#22) and the RPC socket fix (#25), the game renders and runs on these NVIDIA GPUs:
| GPU | Driver | Report | Result |
|---|---|---|---|
| GTX 1060 6GB | 580.178.04 | [below](#nvidia-580-pascal-and-older-black-game-window) | client and tutorial |
| RTX 2070 SUPER | 615.78, proprietary | [#55](https://github.com/lucannez64/darling-lol/issues/55) | tutorials, Co-op vs AI, Swiftplay and Draft games; no crashes |
| RTX 3060 | 615.71 | [below](#nvidia-resize-signals-cpu-readback-and-completion-latency) | custom matches through CPU readback |
| RTX 5060 Laptop | 615.71.09, open modules | [#53](https://github.com/lucannez64/darling-lol/issues/53) | Practice Tool at ~200–215 FPS on `bcb3245`; MUX set to discrete, PRIME variables set |
| RTX 5070 | 615.78.08, open modules | [#69](https://github.com/lucannez64/darling-lol/issues/69) | tutorial |
If the game window stays black on NVIDIA, check `metal-device.log` as described in [Check which GPU rendered](#check-which-gpu-rendered).
## Hybrid graphics laptops (AMD/Intel iGPU + NVIDIA)
Metal renders with Vulkan, and each finished frame is handed to an OpenGL (EGL) context that presents it. The hand-off uses opaque file descriptors, which only work when Vulkan and OpenGL run on the same GPU. Indium takes the first Vulkan device the loader lists, and on a hybrid laptop both that device and the EGL context are normally the integrated GPU, so the discrete GPU stays idle. A report in [issue #3](https://github.com/lucannez64/darling-lol/issues/3) (Ryzen 9 5900HS, RTX 3060 Laptop) measured 60-70 FPS in ARAM on the integrated GPU; on the NVIDIA GPU the game showed a black screen. **Running on an NVIDIA GPU is not validated.**
Metal renders with Vulkan, and each finished frame is handed to an OpenGL (EGL) context that presents it. The hand-off uses opaque file descriptors, which only work when Vulkan and OpenGL run on the same GPU. Indium takes the first Vulkan device the loader lists, and on a hybrid laptop both that device and the EGL context are normally the integrated GPU, so the discrete GPU stays idle. A report in [issue #3](https://github.com/lucannez64/darling-lol/issues/3) (Ryzen 9 5900HS, RTX 3060 Laptop) measured 60-70 FPS in ARAM on the integrated GPU; on the NVIDIA GPU the game showed a black screen, since fixed (see [NVIDIA](#nvidia)).
### Run on the discrete GPU
@@ -388,7 +402,12 @@ Start the launcher with PRIME render offload so that both Vulkan and OpenGL move
prime-run sh scripts/run.sh
```
`prime-run` sets `__NV_PRIME_RENDER_OFFLOAD=1`, `__VK_LAYER_NV_optimus=NVIDIA_only` and `__GLX_VENDOR_LIBRARY_NAME=nvidia`. `darling` copies the caller's environment into the guest, and guest processes inherit it; whether the Riot client passes all of it to the game has not been checked; the log below shows the result. Darling's OpenGL uses EGL, so if the log below still shows the integrated GPU as the presenting renderer, also set `__EGL_VENDOR_LIBRARY_FILENAMES=/usr/share/glvnd/egl_vendor.d/10_nvidia.json`. On two Mesa GPUs, `DRI_PRIME=1` does the same.
`prime-run` sets `__NV_PRIME_RENDER_OFFLOAD=1`, `__VK_LAYER_NV_optimus=NVIDIA_only` and `__GLX_VENDOR_LIBRARY_NAME=nvidia`. `darling` copies the caller's environment into the guest, and guest processes inherit it; whether the Riot client passes all of it to the game has not been checked; the log below shows the result. Darling's OpenGL uses EGL, so if the log below still shows the integrated GPU as the presenting renderer, also set `__EGL_VENDOR_LIBRARY_FILENAMES=/usr/share/glvnd/egl_vendor.d/10_nvidia.json`. On two Mesa GPUs, `DRI_PRIME=1` does the same. The RTX 5060 Laptop in [#53](https://github.com/lucannez64/darling-lol/issues/53) rendered with all four variables set:
```sh
__NV_PRIME_RENDER_OFFLOAD=1 __VK_LAYER_NV_optimus=NVIDIA_only __GLX_VENDOR_LIBRARY_NAME=nvidia \
__EGL_VENDOR_LIBRARY_FILENAMES=/usr/share/glvnd/egl_vendor.d/10_nvidia.json sh scripts/run.sh
```
The guest file `/tmp/metal-gpu` (a device index or part of its name, for example `nvidia`) moves only the Vulkan side. Use it for diagnosis: on its own it splits the two sides across GPUs, and frames cannot be presented.
@@ -422,9 +441,9 @@ The first import of a drawable into the presenting OpenGL context, and the first
[MetalDevice] pid=… drawable GL semaphore (first) import_error=0x0 wait_error=0x0 ok (checked for the first 600 imports)
```
A non-zero error or `FAILED` means the frames cannot reach the window. Before 2026-10-16 the import did not mark the memory as dedicated, which the extension requires; Mesa ignores it, and it is the suspected cause of the NVIDIA black screen (not yet confirmed). An NVIDIA log of 2026-10-16 showed `glTiling=optimal` with `setup_error=0x501 storage_error=0x501 FAILED`: NVIDIA's GL rejects `GL_LINEAR_TILING_EXT`, so the linear Vulkan image could not be imported. Since then the internal image and the GL texture use optimal tiling when `GL_VENDOR` contains NVIDIA (`vkTiling=optimal glTiling=optimal ok` is the expected line); everything else keeps linear. If the game shows a black screen on NVIDIA, report it with this file.
A non-zero error or `FAILED` means the frames cannot reach the window. Before 2026-10-16 the import did not mark the memory as dedicated, which the extension requires; Mesa ignores it. It was suspected of causing the NVIDIA black screen; the causes found later were the window visual and the draw buffer (#22). An NVIDIA log of 2026-10-16 showed `glTiling=optimal` with `setup_error=0x501 storage_error=0x501 FAILED`: NVIDIA's GL rejects `GL_LINEAR_TILING_EXT`, so the linear Vulkan image could not be imported. Since then the internal image and the GL texture use optimal tiling when `GL_VENDOR` contains NVIDIA (`vkTiling=optimal glTiling=optimal ok` is the expected line); everything else keeps linear. If the game shows a black screen on NVIDIA, report it with this file.
An additional NVIDIA report on `68f816d` showed successful optimal-tiling import but repeated `Metal Device timed out giving us a Drawable to present` messages. Its [presentation trace](https://github.com/lucannez64/darling-lol/issues/3#issuecomment-6214732591) shows all three drawables queued and all three main-thread presentation callbacks running, followed by timeouts with three frames still queued. The compositor only prepared a Metal layer when it was the root layer, skipping nested Metal layers. It now prepares Metal layers throughout the tree. A standalone nested-layer reproduction exhausts the pool before this correction and passes ten presentations with pixel readback after it; the root-layer probe also passes. Confirmation on the reporter's NVIDIA system is still needed.
An additional NVIDIA report on `68f816d` showed successful optimal-tiling import but repeated `Metal Device timed out giving us a Drawable to present` messages. Its [presentation trace](https://github.com/lucannez64/darling-lol/issues/3#issuecomment-6214732591) shows all three drawables queued and all three main-thread presentation callbacks running, followed by timeouts with three frames still queued. The compositor only prepared a Metal layer when it was the root layer, skipping nested Metal layers. It now prepares Metal layers throughout the tree. A standalone nested-layer reproduction exhausts the pool before this correction and passes ten presentations with pixel readback after it; the root-layer probe also passes. Issue #3 has since been closed, and the game renders on NVIDIA (see [NVIDIA](#nvidia)).
### NVIDIA resize signals, CPU readback and completion latency