Frequent DX12 Device Removed (0x887A0005) and NaN Movement Errors

Description:

Since the latest patches, I’ve been getting very frequent DirectX 12 device removals, often preceded by errors related to NaN values in monster movement.
At first, I had generic [D3D12] Device Removed. Reason: 0x887A0005 crashes, which I mitigated with the following adjustments:

Added TdrDelay=10 to registry

Disabled Hardware-accelerated GPU Scheduling (HAGS)

Set renderer_skip_validation_layers=true and renderer_async_compute_enabled=false in production_Config.ini

Lowered texture filtering and disabled dynamic culling

Those steps reduced random GPU device timeouts, but the problem simply shifted: now I get more frequent NaN-related crashes or Failed to CreateResource errors right after a Device Removed.

System specs:

GPU: RTX 2080 Ti (11 GB)

Driver: NVIDIA 581.57 (clean install)

CPU: Ryzen 9 3900X

Resolution: 4K

OS: Windows 11 x64

Example log excerpts:
Spoiler

Tried to issue a MoveTo with NaN speed! Object: Metadata/Monsters/Breach/Monsters/FingerDemon/FingerDemon@80
[D3D12] Device Removed. Reason: 0x887a0005
[D3D12] Failed to CreateResource (error: 0x887a0005)


These usually happen during Breach or Abyss encounters, but I’ve also seen them in other dense areas.

What it looks like:

The game freezes instantly, then either blackscreens or returns to desktop.
After that, the renderer tries to restart ([RENDER] Restarting device), but fails to reinitialize resources.

Technical observation:

From the logs, it seems the engine is generating invalid (NaN) numerical values during AI or physics updates — possibly pathfinding or animation speed.
When those invalid values reach the DX12 renderer, the GPU command queue becomes invalid, triggering DXGI_ERROR_DEVICE_REMOVED (0x887A0005) or DXGI_ERROR_DEVICE_HUNG.

This isn’t a hardware or driver instability: it’s the engine sending impossible data to the GPU.
Switching to DX11 masks the issue (less strict validation), but doesn’t actually fix the source.

Request / feedback:

Could the dev team please investigate:

The root cause of NaN values in monster movement speed

The lack of error handling around invalid GPU command data

Resource allocation failures following a device loss (Failed to CreateResource)

The game is currently unplayable for more than a few maps at a time on DX12, even with stable hardware and conservative settings.

Thank you for looking into this — happy to provide full logs or reproduction details if needed.
Last bumped on Dec 23, 2025, 11:33:26 AM
Problem described is still present on version 0.4.

Do you guys have any workaround?

Thank you for the work you put into the game and Merry Christmas to all of you!

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