AMD RX 6000 series driver issues & workarounds

I have the 6900xt and ran into the orange sidewinder error message. When I created a support ticket, they said it was the drivers and roll back.

So I guess this issue in this post was what caused my issue too.
 
Just murdered my PC commander, so I could port my XBOX CMDR over, which was done successfully. Now I'm seeing Orange Sidewinder immediately after hitting 'start'. I'm now running a top of the line Intel rig, with 22.8.2 drivers for my 6800XT. I don't think I've launched the game on this rig, my previous one was NVIDIA based and had no issues.
I don't fancy rolling back to fairly old drivers, just to get this to run, but if I have to, I have to.

Wonder why Frontier haven't fixed this? Unless it's a fundamental part of their engine, and AMD have to fix it in THEIR drivers?
 
It'll be interesting to know if the same thing happens with AMD's newest generation. The high-end products should offer a significant boost for VR... but if these problems persist, I would personally consider investing in an nVidia model next time.
 
I rolled backed to 22.5.1 today, no issues with the orange sidewinder after rolling back in edh 4.0. And my cpu/gpu 5900x/rx6800 are still hitting my max monitor refresh in EDH 3.8 of 144 fps. Hopefully Amd fixes the issue before the next whql driver. The last whql driver is 22.5.1 currently, 22.8.2 is optional on the amd site. Or in the Odyssey section of the forums there is various other options listed. Since we had 1 big upgrade last week and 1 hotfix and a rollback from Fdev for something else, I decided to rollback vs use one of the workarounds as I am not sure if the work arounds have to be re done after each patch.
 
Thank you for the fixes! I got the Vulkan workaround working on both 3.8 and 4.0.
I have a RX 6500 XT, with a Ryzen 5 5600X on a PCIe 3.0 motherboard. Performance at an engineer's base is below 20 FPS on 4.0, but 60 FPS on 3.8.
One thing I noticed was lighting looks off on 4.0, so I've attached a couple screenshots for comparison.
 

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Guys, thanks for the solution.
I've just moved form PS4 to PC (freshly installed last week) and the first thing I tried to land. Bad luck, Orange Sidewinder error in orbital cruise, I've never seen anything like this on console :) .
After some search I tried to roll back the AMD driver to 22.5.1 but unfortunately my RX 6700 (non-XT) card doesn't really liked the idea, so 22.8.2 and the error remained.
Then I found this thread and tried some mixed solution (because it seemed easy):
  • simply renamed the TerrainComputeShadersNvidia.csa to TerrainComputeShaders.csa (saved the orginal one)
  • edited in the AppConfig.xml file the entry PermitNativeDoubles="false"
  • cleared the driver shader cache
Voila, I can land now in Horizons 4.0!
It is ugly as hell, even in 1080p all settings high/ultra/ultra+, AA16, SMAA, but it is playable. Hopefully we get some more advanced solution from FDev and/or AMD sometime in the future.
 
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Hey.. recently I just update my AMD Radeon graphics to the 22.9.1 version, and it can play the game normally. Anyone can confirm it too?

Edit: Ohhh no, the error persists at surface level, once you start gliding the orange sidewinder error shows up.
 
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The only fix listed in the 22.9.1 release notes is one for Enhanced Sync.
Green circles around planets and green light inside cockpit. Near surface Orange Sidewinder crash on 22.9.1. driver.
So no - it still does not work! At least on my RX 6700 XT.
 
Honestly Morbad, I don't even know how you find these things out. But I love it and thanks. Unfortunately, I'm not sure I'm having any luck with either option 2 or 3.

Windows 10, RX 6700XT, 22.8.1, edited AppConfig. Tried both D3D fix and DXVK, with downloading the files, clearing shader cache, and deleting GPUWorkTables. No restarts of Windows between these tests, but noticed a few differences (shader compile started when using the dxvk files). Every time I would crash sometime around dropping into glide and currently can't even load in any more as I'm apparently too close to a planet. Orange Sidewinders, nothing but Orange Sidewinders.

A few other oddities about my setup. I have the game through Epic, but launch Epic via Steam so I can use my DS4 with the game without doing other weird things. I've tried with Steam overlay on and off. Off seems to break controller support though? Unless someone knows a better way of using a DS4 without other software, that's just how I'm gonna do it.

AppConfig does seem a bit different from the example in this post: https://forums.frontier.co.uk/threa...n-with-the-22-5-2-drivers.603678/post-9905472
My AppConfig line looks like this, opposed to one variable per line and lacks "TerrainSettings" in the closing tag. I'm guessing this is fine, but my XML knowledge is a bit lacking here.
<TerrainSettings PermitFmaOptimizations="true" PermitNativeDoubles="false" PreferNativeDoubles="false" />

Edit: I honestly have no idea how placing two dlls and a config/ini file into the install path / where the exe is, allows for modifying the rendering path without needing to installing DXVK, or just... change D3D render calls in general. But I assume you know what you are doing here. I find it interesting.
 
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Honestly Morbad, I don't even know how you find these things out. But I love it and thanks. Unfortunately, I'm not sure I'm having any luck with either option 2 or 3.

Windows 10, RX 6700XT, 22.8.1, edited AppConfig. Tried both D3D fix and DXVK, with downloading the files, clearing shader cache, and deleting GPUWorkTables. No restarts of Windows between these tests, but noticed a few differences (shader compile started when using the dxvk files). Every time I would crash sometime around dropping into glide and currently can't even load in any more as I'm apparently too close to a planet. Orange Sidewinders, nothing but Orange Sidewinders.

A few other oddities about my setup. I have the game through Epic, but launch Epic via Steam so I can use my DS4 with the game without doing other weird things. I've tried with Steam overlay on and off. Off seems to break controller support though? Unless someone knows a better way of using a DS4 without other software, that's just how I'm gonna do it.

AppConfig does seem a bit different from the example in this post: https://forums.frontier.co.uk/threa...n-with-the-22-5-2-drivers.603678/post-9905472
My AppConfig line looks like this, opposed to one variable per line and lacks "TerrainSettings" in the closing tag. I'm guessing this is fine, but my XML knowledge is a bit lacking here.


Edit: I honestly have no idea how placing two dlls and a config/ini file into the install path / where the exe is, allows for modifying the rendering path without needing to installing DXVK, or just... change D3D render calls in general. But I assume you know what you are doing here. I find it interesting.

Your AppConfig.xml excerpt looks identical to mine and should work fine, if the file you've edited is the one actually being referenced by the game. Note that 3.8 and 4.0 have different copies of this file. I would also check to make sure that any game validation/integrity settings in Epic or Steam that may be automatically reverting/replacing stuff are disabled; I'm not familiar with the specifics of these clients/launchers as I do not personally use them.

Anyway, the Orange Sidewinder error should only require the AppConfig.xml change to correct. I would try without the rest of the workaround to at least see if you can load the suit tutorial. Clear the shader cache and delete GPUWorkTable.xml again before trying with just the AppConfig.xml change. If you get that working, then you can then try the DLLs and ini file.

As for the DLLs themselves, they essentially replace the whole D3D11 runtime for the app that references them (and apps default to referencing ones placed with their executable, only going to System32 or SysWoW64 if there is no included version). 3Dmigoto uses a custom compile of these to make modification easier; the config file just tells that custom runtime to ignore the shader referenced.
 
Thanks for the quick response. I'll have to check on the AppConfig location I was using vs 4.0. I didn't know there would be a second one although that makes sense considering both 3.8 and 4.0 are playable at the same time. The folder structure I was looking in didn't seem to have a split, but I also wasn't looking for one.

That being said, I did try removing the files (leaving the modified AppConfig) and still wasnt able to load in. This points to me not having modified the correct location as I've been mostly testing 4.0.

Thanks for the extra info, while I can do some programming, its still mostly magic to me haha.
 
Hello, trying to launch the game with vulkan is triggering the watchdog and the game doesn't open, any help?

Have you modified the contents of the game's PlanetShaders folder by any chance?

If so, revert to the default PlanetShaders or add the line "dxgi.customVendorId = 1002" to dxvk.conf.

By default dxvk reports AMD GPUs as NVIDIA, so if you are already using Frontier's NVIDIA shaders by renaming them, you break dxvk, unless you add that line.
 
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Have you modified the contents of the game's PlanetShaders folder by any chance?

If so, revert to the default PlanetShaders or add the line "dxgi.customVendorId = 1002" to dxvk.conf.

By default dxvk reports AMD GPUs as NVIDIA, so if you are already using Frontier's NVIDIA shaders by renaming them, you break dxvk, unless you add that line.
Still triggering watchdog.
 

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Still triggering watchdog.

I've never seen that exit code in relation to this driver issue or DXVK before.

Normally, if there is a problem with either, the game will launch fine, and will either crash while generating planet shaders or get an Orange Sidewinder upon loading the game, and the watchdog will not report a clean exit.

Exit code 3221225477 = 0xC0000005 (Access_Violation). This could be caused by corrupt files, certain antivirus or security settings, or insufficient memory.
 
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