Graphics Driver Crash

Jacob M shared this bug 4 years ago
Outdated

Unfortunately I've been getting this terrible bug that crashes and proclaims "my GPU driver has crashed" and or may have overheated. Space engineers then proceeds to crash my GPU and even disconnected one of my monitors somehow. It seems that the game currently has a massive RAM memory leak as my new RTX 2070 super can completely max out the settings with 60 fps. This bug makes the game mildly unplayable and really frustrating, as I am continually lowering the settings to avoid the crash, with no success. The crash did suggest I remove any OC on my hardware, so I tried that with no success either. Really quite frustrating.

Replies (3)

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System specs: RTX 2070 super, 16GB 3200Mhz corsair ram, Ryzen 3600, x570 motherboard, and game is running on 860 EVO ssd.

Crash scenarios: Any view distance setting, any resolution, and graphical settings. Tends to occur quick when Voxel texture is maxed as that causes a massive RAM memory leak to just max out my system even with 5km view distance.

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Hello, Engineer!


Thank you for your feedback! Your topic has been added between considered issues.


Please keep voting for the issue as it will help us to identify the most serious bugs.


We really appreciate your patience.


Kind Regards

Keen Software House: QA Department

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Hi,

Same issue for me but it appeared since hotfix 193.020 and decorative pack 1.

Never seen this issue before. Graphic card drivers are up-to-date and not overclocked nor overheating.


2019-11-04 07:55:47.756 - Thread: 9 -> Exception occured: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut)

at VRage.Render11.Resources.Internal.MyFileTexture.Load(Image img, Boolean skipQualityReduction)

at VRage.Render11.Resources.Internal.MyFileTexture.TryLoadDDS(String texPath, MyTextureCacheItem& cacheItem)

at VRage.Render11.Resources.MyFileTextureManager.LoadTexture(String name, MyFileTexture tex, Nullable`1 priority)

at VRage.Render11.Resources.MyFileTextureManager.LoadInternal(String name, Nullable`1 priority)

at VRage.Render11.Resources.MyFileTextureManager.GetTexture(String name, MyFileTextureEnum type, Boolean waitTillLoaded, Boolean skipQualityReduction, Boolean temporary, Boolean prioritized)

at VRageRender.MyRender11.ProcessDrawMessage(MyRenderMessageBase drawMessage)

at VRageRender.MyRender11.ProcessDrawSpritesQueue(MySpriteMessageData messages)

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)


Best regards

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