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COMMUNITY PC GUIDE

Nitro-Fueled PC troubleshooting

Updated · Checked against GetLostIn v0.4, OCTR v0.5.4, EU fork v0.5-eu.11

Start with the symptom and the exact runtime version. Code 23 is still unresolved in OCTR v0.5.4: copy the crashed session's log before launching again. For a file-preparation error, fix the named file check before changing graphics settings.

Match the symptom

Choose the row closest to what you see, then follow its linked checks.

Symptom Applies to First action
SymptomCode 3 or damaged archive message Applies toGetLostIn v0.4 / OCTR v0.5.4 First actionRead the preparation message
SymptomMissing CPU instruction Applies toGetLostIn v0.4 / OCTR v0.5.4 Windows First actionCheck the named instruction
SymptomCode 23 or Device lost Applies toGetLostIn v0.4 / OCTR v0.5.4 First actionKeep the current log
SymptomUltrawide fails on a cold start Applies toGetLostIn v0.4 First actionBuild a cache at 16:9
SymptomDots in the sky or light shafts Applies toGetLostIn v0.4 First actionCheck Game MSAA
SymptomTrails, flicker or split-screen upscaling trouble Applies toExperimental temporal upscaling First actionReturn to FSR 1 or Off
SymptomBlack menu while audio continues Applies toLinux NVIDIA report on OCTR v0.5.2 First actionCollect the Linux details
SymptomSave missing after moving the runtime Applies toWindows or Linux First actionCheck the original data path
SymptomFirst races pause for shaders Applies toGetLostIn / OCTR First actionSeparate shader work from a crash

Startup

Code 3 or damaged files

GetLostIn v0.4 and OCTR v0.5.4 detect a damaged archive-name table that can result from incomplete file preparation.

  1. Read the launcher error before restarting.
  2. Check the selected region, update and directory with the game-file checklist.
  3. Repeat preparation from your own complete files if the message identifies damaged data.
  4. Save the new check result if startup still fails.

A Code 3 without that archive message needs its own log. Include the runtime version and the last visible message when reporting it.

CPU check stops startup

The GetLostIn v0.4 CPU check requires SSE4.2, POPCNT and AVX. Its Windows package includes handling for missing MOVBE, BMI1 and LZCNT; OCTR v0.5.4 includes the Windows handling too.

  1. Record the exact instruction named by the error.
  2. Confirm that you are using the current Windows package for the selected branch.
  3. Keep the CPU model and startup message for the issue report if it still stops.

The Linux AppImage's older-CPU handling differs from Windows. Choose a supported CPU or ask the selected project's maintainer about the exact message before changing more files.

Graphics

Code 23 or Device lost

OCTR v0.5.4 still has GPU hangs with more than one cause. Updating to that release can include mitigations while the same error remains possible.

  1. On OCTR Windows, copy last_run_<your nickname>.log from the game folder immediately after the crash. On OCTR Linux, open the launcher's Log page and use Export log… or Copy to save its output before launching again.
  2. Record the GPU, driver version, operating system and chosen graphics settings.
  3. Note the track or menu, and the last action before the hang.
  4. Submit those details to the project whose package you ran.

OCTR Linux clears the Log page on the next launch. File logging is off by default; if you enabled Settings → Developer → Save the log to a file (logs/) before the failed session, its timestamped log is in ~/.local/share/sacredfire/logs/.

For GetLostIn v0.4, use the launcher's output and last_run.log in the runtime folder. If the launcher displays a different log path, use that displayed path. See Report a problem for the complete checklist.

Ultrawide startup failure

For GetLostIn v0.4 on a cold cache:

  1. Set Aspect / output to 16:9.
  2. Start the game, stay at the main menu for a few seconds, then open Options and leave it.
  3. Quit normally so the cache is saved.
  4. Select the ultrawide output and start again.

If it still asks for a cache, return to 16:9, enter a race for about 30 seconds, then quit normally and retry ultrawide. This builds the second HUD shader.

Allow about 9 GB for its ultrawide preparation. OCTR v0.5.4 has a different corrected-layout implementation; turn online off for its 21:9/32:9 path.

Dotted sky or light shafts

GetLostIn v0.4 sets Game MSAA (2x) off by default to address this problem. If you carried older settings forward:

  1. Open Settings → Display.
  2. Set Game MSAA (2x) to Off.
  3. Restart the game.

Upscaling trails or split-screen artifacts

For visible trails or flicker with FSR 3/4 or DLSS, select FSR 1 or Off and compare the same scene. Keep other settings unchanged for that check.

Split-screen flicker has also been reported with FSR 3. If returning to the simpler mode helps, include both settings and the result in the report. Use the settings table to identify the exact option.

Linux black menu with audio

An NVIDIA/Linux report describes this on OCTR v0.5.2. If it matches your symptom, record your AppImage tag, GPU driver, Linux distribution and whether audio continues. For OCTR Linux, open Log and use Export log… or Copy before launching again. Attach that output to the selected Linux project's issue tracker so the report identifies your actual build.

Saves and updates

Save missing after an update

Close the game before copying save data. Windows portable installations use user/; the GetLostIn save hierarchy is under user/savedata/<user>/<TITLE_ID>/. A fresh runtime folder can start with a different empty user directory.

  1. Locate the previous runtime's user/ folder.
  2. Back it up before making changes.
  3. Restore the preserved folder into the intended Windows runtime directory.
  4. Recheck the game path and edition in the launcher.

For OCTR/Linux, check ~/.local/share/sacredfire; launcher settings are in ~/.config/sacredfire-launcher. On Windows, keep bbport.ini, launcher.ini and OCTR's ryunet_online.key when moving an installation. Keep that nickname key private.

Performance

Shader stalls

GetLostIn caches shaders after first use, so an unfamiliar track can pause while work completes. OCTR v0.5.4 prepares shaders for the GPU from the game files at first start and caches any remaining cases as they appear.

Let initial preparation finish, keep the cache, and retry the same area. If it closes or produces an error code instead of resuming, follow the matching crash row above. For ongoing low frame rate, start with the 60 FPS preset and simpler output/upscaling settings in Controls, then record the exact settings with your GPU and driver.

Report a problem

Choose the issue tracker for the package you used: GetLostIn, OCTR, or the EU fork.

Include:

  • Runtime repository and tag, plus the exact ZIP or AppImage filename.
  • OS, CPU, GPU and driver version.
  • Title ID and game update version.
  • Symptom, first failing step, and steps that trigger it again.
  • Display/upscaling options, controller setup or online state relevant to the failure.
  • The failed session's log, saved before another launch replaces it.

Attach diagnostics rather than game data. Keep ryunet_online.key out of attachments.

Sources

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