Game Crashes Itself and Crashes the Graphics Driver When the System is low on Virtual Memory
I found myself with an issue where upon startup, the game would crash itself and the graphics driver which resulted in a black screen. It sometimes rarely causes a BSOD.
Game Log:
2021-12-08 18:53:12.271 - Thread: 28 -> Exception in render!
Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at System.Object.GetType()
at VRageRender.MyObjectPoolManager.Deallocate[T](T objectToDeallocate)
at VRage.Render11.RenderContext.MyRenderContext.ExecuteContext(MyFinishedContext& fc, String caller, Int32 callerLine, String callerPath)
at VRageRender.MyRender11.ConsumeMainSprites ()
at VRageRender.MyRender11.FullDraw (Boolean draw)
at VRageRender.MyRender11.Draw(Boolean draw)
at VRageRender.ExternalApp.MyRenderThread.Draw ()
at VRageRender.ExternalApp.MyRenderThread.RenderFrame(Boolean async)
at VRageRender.ExternalApp.MyRenderThread.RenderCallback(Boolean async)
2021-12-08 18:53:13.098 - Thread: 28 -> Exception occurred: System.TypeInitializationException: The type initializer for '<Module>' threw an exception. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at <CrtImplementationDetails>.LanguageSupport.Initialize(LanguageSupport* )
at .cctor()
--- End of inner exception stack trace ---
at VRage.Platform.Windows.MyAfterMath.GetInfo(IntPtr context)
at VRage.Render11.RenderContext.MyRenderContext.GetLastAnnotation(String& marker)
at VRageRender.MyDX11Render.GetLastExecutedAnnotation()
at VRageRender.ExternalApp.MyRenderThread.RenderCallback(Boolean async)
2021-12-08 18:53:13.098 - Thread: 28 -> InnerException:
2021-12-08 18:53:13.098 - Thread: 28 -> Exception occurred: System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at <CrtImplementationDetails>.LanguageSupport.Initialize(LanguageSupport* )
at .cctor()
2021-12-08 18:54:38.925 - Thread: 28 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at System.Object.GetType()
at VRageRender.MyObjectPoolManager.Deallocate[T](T objectToDeallocate)
at VRage.Render11.RenderContext.MyRenderContext.ExecuteContext(MyFinishedContext& fc, String caller, Int32 callerLine, String callerPath)
at VRageRender.MyRender11.ConsumeMainSprites()
at VRageRender.MyRender11.FullDraw(Boolean draw)
at VRageRender.MyRender11.Draw(Boolean draw)
at VRageRender.ExternalApp.MyRenderThread.Draw()
at VRageRender.ExternalApp.MyRenderThread.RenderFrame(Boolean async)
at VRageRender.ExternalApp.MyRenderThread.RenderCallback(Boolean async)
at VRageRender.ExternalApp.MyRenderThread.RenderThreadStart(Object param)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart(Object obj)
What might be the cause of the issue:
Most of the exception messages relate to the game accessing an object in code that does not exist and low memory errors.
The only issue about this is that I never had this problem before. Restarting the computer fixes the issue temporary, but the issue reappears after a few hours.
Hello!
Thank you for your report. Can you please provide us with your full logs (SpaceEngineers and VRage)?
Try also following steps:
Thank you.
Kind regards
Keen Software House
Kind Regards
Keen Software House, QA Department
Hello!
Thank you for your report. Can you please provide us with your full logs (SpaceEngineers and VRage)?
Try also following steps:
Thank you.
Kind regards
Keen Software House
Kind Regards
Keen Software House, QA Department
So here are the log files for Space Engineers and the VRage engine.
I was working on plugins so maybe the plugins being unstable may have contributed to the issue.
So here are the log files for Space Engineers and the VRage engine.
I was working on plugins so maybe the plugins being unstable may have contributed to the issue.
Still have problems and the game crashed again. This time, the system itself did not detect low virtual memory.
Still have problems and the game crashed again. This time, the system itself did not detect low virtual memory.
I think I found the issue, the game only crashes when I am working on plugins. Looking in task manager, Visual Studio 2022 was taking up a lot of memory and was maxing the memory out when Space Engineers is ran. Closing Visual Studio fixed the issue. I guess that I just need to close Visual Studio to prevent this. The ticket can now be closed. At least you tried to help, which is good. Look more like that I need to reduce memory usage when I can or buy higher capacity ram.
I think I found the issue, the game only crashes when I am working on plugins. Looking in task manager, Visual Studio 2022 was taking up a lot of memory and was maxing the memory out when Space Engineers is ran. Closing Visual Studio fixed the issue. I guess that I just need to close Visual Studio to prevent this. The ticket can now be closed. At least you tried to help, which is good. Look more like that I need to reduce memory usage when I can or buy higher capacity ram.
Hello, WesternGamer,
sorry not getting sooner to this thread. But I'm really happy you managed to resolve this issue and find a solution/workaround that worked for you.
As there is not further assistance needed from our side, I will close this thrad now as solved.
Kind Regards
Keen Software House: QA Department
Hello, WesternGamer,
sorry not getting sooner to this thread. But I'm really happy you managed to resolve this issue and find a solution/workaround that worked for you.
As there is not further assistance needed from our side, I will close this thrad now as solved.
Kind Regards
Keen Software House: QA Department
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