Possible edge case issue with grass rendering and RTX 4090

john doe shared this bug 56 days ago
Duplicate

High grass densities in Space Engineers appear to trigger DXGI_ERROR_DEVICE_REMOVED on RTX 4090 GPUs. Despite ample headroom (cool temperatures, moderate power draw, and unused VRAM), the Ada Lovelace architecture can quickly process massive amounts of geometry, revealing potential race conditions or buffer mismanagement within the VRage engine. When Windows TDR (code 141) detects a stall, it resets the GPU. Notably, disabling grass density prevents these stalls, indicating that aspects of the grass rendering pipeline—especially instancing, LOD transitions, or resource updates—cause short GPU hangs not observed on less powerful hardware.

Since setting grass density to zero bypasses the issue, this effectively sidesteps the problematic rendering path for geometry loading, averting the stall and subsequent crash.

A recurring theme in user and community support threads is that such errors disproportionately affect newer, high-throughput GPUs—particularly those based on Ada Lovelace (AD102, AD103, etc.) or potentially late Ampere cards under heavy loads.

Moreover, the AD102/3/4/6/7 series differs in how they schedule work across Streaming Multiprocessors (SMs), especially in parallel graphics and compute tasks. These architectural nuances likely contribute to the problem.

All of this leads me to believe that the root cause of this specific edge case could involve:

  1. Race conditions
  2. Buffer mismanagement

The high-level logic chain is:

“More grass geometry” → “More complex resource usage” → “Increased risk of race/buffer flaws” → “Device removal” and TDR events

Although significant anecdotal evidence (e.g., support threads, Reddit, Steam forums) suggests that faster, modern GPUs are more prone to this crash, non-hardware factors or general engine edge cases may also play a role.

Whatever the exact cause, it merits further investigation if time and resources allow. I understand the team’s capacity may be limited due to ongoing Space Engineers 2 development. Still, given Space Engineers’ enduring popularity and its importance to Keen Software House, resolving this or releasing any stability improvements for high-end GPUs would be greatly appreciated by the community. Although I would be elated to see an update on this particular issue, I don't expect you guys to post updates here. Regardless, thank you for your hard work, and best of luck!

Replies (1)

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Hello Engineer,

thank you for reaching our forum.

From your profile, I can see that there is actually another thread still in progress from you.

I will close this one as Duplicate. Please follow the first thread and maintain the communication there.

Thank you for your understanding.

Kind Regards

Keen Software House: QA Department

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