Fatal crash when going to Section 6 on the PC. Game will no longer load. EVERSPACE v1.3.2

EVERSPACE v1.3.2

LowLevelFatalError [File:I:\Intermediate\RSG_Configurable_Win\Engine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 813]
Rendering thread exception:
LowLevelFatalError [File:I:\Intermediate\RSG_Configurable_Win\Engine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0007 - 'RESET')


0x00000000815EA388 KERNELBASE.dll!UnknownFunction []
0x0000000096351A0B RSG-Win64-Shipping.exe!FOutputDevice::Logf__VA() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
0x0000000096320528 RSG-Win64-Shipping.exe!FDebug::AssertFailed() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
0x00000000967646B1 RSG-Win64-Shipping.exe!TerminateOnDeviceRemoved() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:195]
0x00000000967653CA RSG-Win64-Shipping.exe!VerifyD3D11Result() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:231]
0x0000000096759808 RSG-Win64-Shipping.exe!FD3D11DynamicRHI::RHICreateIndexBuffer() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11indexbuffer.cpp:53]
0x0000000096B14E93 RSG-Win64-Shipping.exe!FDynamicRHI::CreateIndexBuffer_RenderThread() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rhi\private\rhicommandlist.cpp:1974]
0x00000000972CDB65 RSG-Win64-Shipping.exe!FRawStaticIndexBuffer::InitRHI() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\engine\private\rawindexbuffer.cpp:237]
0x0000000096B245D0 RSG-Win64-Shipping.exe!FRenderResource::InitResource() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rendercore\private\renderresource.cpp:33]
0x0000000096B2A521 RSG-Win64-Shipping.exe!TGraphTask<`BeginInitResource'::`2'::EURCMacro_InitCommand>::ExecuteTask() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:799]
0x00000000962AFCEE RSG-Win64-Shipping.exe!FNamedTaskThread::ProcessTasksNamedThread() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\async\taskgraph.cpp:650]
0x00000000962AFF5C RSG-Win64-Shipping.exe!FNamedTaskThread::ProcessTasksUntilQuit() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\async\taskgraph.cpp:560]
0x0000000096B2CC56 RSG-Win64-Shipping.exe!RenderingThreadMain() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
0x0000000096B2CCE8 RSG-Win64-Shipping.exe!FRenderingThread::Run() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
0x000000009638CD07 RSG-Win64-Shipping.exe!FRunnableThreadWin::Run() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
0x0000000096384D87 RSG-Win64-Shipping.exe!FRunnableThreadWin::GuardedRun() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
0x00000000840C3034 KERNEL32.DLL!UnknownFunction []
0x0000000084411431 ntdll.dll!UnknownFunction []
0x0000000084411431 ntdll.dll!UnknownFunction []



Comments

  • ROCKFISH_AndiROCKFISH_Andi Posts: 1,102Moderator
    Hi this is the infamous and well-known Unreal issue "Unreal Engine is exiting due to D3D device being lost.". It seems to happen when it's too much for your graphics card to handle. Other players have managed to get rid of it by toning the overclocking of their graphics card down (yours might be factory overclocked) and/or playing at lower graphics settings.
  • PedalToTheMetalPedalToTheMetal Posts: 141Member
    Strangely, I only know of this issue on Windows 10. Have never seen it on Win7, even though I only played ES on Epic other than for the shadows (and probably AA, can't recall) on GTX660, factory-OC. Swapped out for GTX1080 recently (factory OC again) and maxed everything out - still flawless with the recent patch. Though had a little soldering fun with the GPU swap, as after estimating my new TDP I figured I'd better mod that old 600w PSU to have the second GPU connector on a different rail. Probably might help many people having crashes to check on the wires, as the PCI-E power connectors are there for a reason. The overall rule of thumb, should you have one PCI-E power connector, make sure it has it's own dedicated cable running straight from the PSU, do not share the line that the HDDs are on or whatever. Should there be two connectors, feed them via two separate wire groups, do not split a single PSU output. On single-rail PSUs not doing so may cause large voltage drops on the wires, and for the multi-rail ones this may even cause the overcurrent protection to trip. Oh, and forget those 4-to-8-pin jumper wires, as what they do is basically feeding what requires 4 thick wires for both 12v and ground via only 1-2 thin wires for the 12v bus. Hope this helps (wife's playing Ark - UE4, again - maxed out, on GTX1080TI, factory-OC again as I spread my factory-OC fetishes to everyone close by, without facing this crash - Win10 however, single-rail PSU, I connected the GPU the way described above).
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