Frequent DX12 Device Removed (0x887A0005) and NaN Movement Errors
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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 Oct 19, 2025, 11:54:55 AM
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