Same crashes for 1.5yrs.
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SSF
Just standing in town. Gears pop up, takes like 20-30 seconds to reload. I never die, cause I can tell when its going to happen and immediately hit escape to pause- but I mean, fuck. Same error for over a year. I mean... huh? Hire a wizard to fix this shit and be done with it, if you guys can't figure it out. Last bumped on Mar 9, 2026, 4:11:18 AM
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I had Windows 10 for the first 3 months and never had an issue. Finally caved to upgrading to Win11 since 10 was going to go out of support, have had the spinning gear/crash thing ever since.
No change on my system other than that. I'm sure they can duplicate the problem, so why not setup a lab with a working machine and a crashing machine and take verbose logs to figure this out. |
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I had the same issue with Win 11. Changing to Vulkan fixed the issue.
I assume it's because DX12 allows errors to stack up. DX12 does less validation than DX11. DX12 allows developer mistakes to pass and if severe or often enough it will crash. What I think GGG did, was instead of having a full crash they reinitialize the engine. Vulkan will not tolerate errors which is why it's often poorly optimized but any bugs are quick to notice. Vulkan is superior and it's a shame multi-platform releases prevent it from shining. The tale tell sign that it's likely an intentional soft reboot failsafe is it happens without zoning. "Never trust floating women." -Officer Kirac Last edited by Xzorn#7046 on Mar 8, 2026, 6:45:07 AM
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0 crashes since day1
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" Ahh the good old "I ate yesterday so world hunger doesn't exist" comment. This game has serious performance issues for many people. That it doesn't affect you doesn't mean it doesn't exist. |
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" Yeah its definitely fully reloading/initializing instead of a crash. Which... probly takes longer than a full reboot and reload normally would take, lol. Its gotta be close, lol. |
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" It would based on character selection to game rendering. It's basically doing this in a controlled state before Windows TDR triggers. > Render error detected > flush command queues > clear descriptor heaps > rebuild frame graph > reload assets UE5 has a similar crash recovery though obviously better because they're selling an engine. DX12 will send the GPU all sorts of nonsense if coded that way and cause it to hang. I've seen a lot more reports of "DXGI_ERROR_DEVICE_REMOVED" errors in recent years. It's not 100% the Developers fault but it mostly is. Comically I've heard some DX12 games running via emulation are more stable on Linux system than Windows which is hilarious. "Never trust floating women." -Officer Kirac
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