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Completed Crash when starting level 10

coldBug

Cultist
WFTO Backer
Jan 29, 2013
13
1
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#1
PTBv3 Version; Windows 7 64Bit, 8GB Ram, AMD Raden 6900 * 2, AMD Phenon X6 1090T

Crash just happend while starting level 10. The amd control panel crashed with it... and windows colors changed... Added crash log folder!

EDIT: The crash occurs everythime i try to start level 10, ive added output_log.txt and launcher log because there were no further error logs created!
 

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May 28, 2015
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#2
might not be a dev/QA but that output file when your going to level 10 it tries to create a Vertex Buffer and fails 3 times. Then calls a Out of Memory error.

d3d11: failed to create vertex buffer of size 3071664 [0x8007000E]
d3d11: failed to create vertex buffer of size 3071664 [0x8007000E]
d3d11: failed to create vertex buffer of size 3071664 [0x8007000E]

According to this your system didn't have enough memory at the moment you wanted to run level 10
DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!
Trying to allocate: 3059728B with 32 alignment. MemoryLabel: VertexData
Allocation happend at: Line:532 in
Memory overview

[ ALLOC_DEFAULT ] used: 1477958077B | peak: 0B | reserved: 1555565765B
[ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 1835008B
[ ALLOC_GFX ] used: 673105214B | peak: 0B | reserved: 695299358B
[ ALLOC_CACHEOBJECTS ] used: 54682736B | peak: 0B | reserved: 65158144B
[ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B
Could not allocate memory: System out of memory!
Trying to allocate: 3059728B with 32 alignment. MemoryLabel: VertexData
Allocation happend at: Line:532 in
Memory overview

[ ALLOC_DEFAULT ] used: 1477958077B | peak: 0B | reserved: 1555565765B
[ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 1835008B
[ ALLOC_GFX ] used: 673105214B | peak: 0B | reserved: 695299358B
[ ALLOC_CACHEOBJECTS ] used: 54682736B | peak: 0B | reserved: 65158144B
[ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B


(Filename: Line: 963)

Then ends with it crashing

Not sure how much this could help but with these lines already pointed out the QA/Dev team might be able to help you faster ^^ If I had to make a suggestion try reducing the number of background programs I guess since a sudden peak in RAM usage could cause a memory access violation if your nearing the max your RAM has.
 
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coldBug

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WFTO Backer
Jan 29, 2013
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#3
Yeah, its for sure an memory error... But there were no background programs, i closed web browser and everything else. The game is recommended for 8GB Ram - so this should not happen right?

Texture quality is allready set to medium...
 
May 28, 2015
19
6
160
#4
Yeah, its for sure an memory error... But there were no background programs, i closed web browser and everything else. The game is recommended for 8GB Ram - so this should not happen right?
6GB is the minimum, and 8GB is the recommended.

I've been looking into this error with unity3d

can I ask you do you do any overclocking?

Does this crash only happen in this PTB build. Have you tried loading the level in the main release branch?
 

coldBug

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Jan 29, 2013
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#5
Theres no overclocking on my system. Crash happend in release als well, maybe this level is just a little bit larger then the previous ones?

In error.log theres a access violation - program tries to access address 00000000 - this is strange! Should not happen.

Another question, why does the logs state unity 5.0.1, shouldnt the new patch be on unity 5.1 beta?
 
May 28, 2015
19
6
160
#6
well if the crash also affects the main build it means it wasn't a recently introduced feature/optimization thats causing the issue.

the memory exception is why it saying write to address 0000000. The devs will need to shine into this one since I have no clue why unity believes you don't have enough RAM.
 
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Lord of Riva

The Lord
WFTO Founder
Dec 29, 2012
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#7
well if the crash also affects the main build it means it wasn't a recently introduced feature/optimization thats causing the issue.

the memory exception is why it saying write to address 0000000. The devs will need to shine into this one since I have no clue why unity believes you don't have enough RAM.

thanks for your work Lambadelta :)
 

strich

Lead Programmer
Brightrock Games
Nov 30, 2012
180
63
280
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#8
@coldBug could you please try the following:

Right click the game in Steam, go to Properties then click Set Launch Options. In there I'd like you to try adding the following and then play the game:
-force-d3d9

If this does not help, try this instead:
-force-opengl
 

coldBug

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WFTO Backer
Jan 29, 2013
13
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#9
Ok i made a lot of tests about that!

First of all i have to correct myself - The crash while loading level 10 is only in the PTB Version. Mixed that with crashes in game. So this IS a patch error! (I went back to normal for a moment to test this).

@strich i tryed both options. With DirectX 9 it just crashed like all the time. With OpenGL it crashed as well, but i got some weird loading screen glitches. The loadings screen was rotated to the right and somehow blurred...


Attachted are:
output_logs for DX9 and OpenGL
output_logDX11 with unsual exit to main menu instead of crash
Zip with output.log and error.txt for normal DX11 error case.

Hope that helps. Best Greetings cold
 

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v0id

Programmer
Brightrock Games
Nov 18, 2011
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#12
We might have found and fixed the issue with "Too many threads".
Please wait for PTBv7 and then try again.
For now, if you not have yet, try to enable V-Sync in the game options, it can prevent the problem in many cases.

However if you run out of memory it is a completely different issue and normally caused by not having the minimum hardware requirements met.
Level 10 is THE most memory hungy level we have and one reason we have 6GB RAM minimum required.

Otherwise I hope we just fixed that other issue vor PTBv7.

Cheers
 

coldBug

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WFTO Backer
Jan 29, 2013
13
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#13
@v0id i will test at PTBv7 and give feedback then.

For the memory issue - The crash did not happen on the "stable" version and i have 8 GB Ram - so if it still happens, there could be a different issue. Or if 8GB memory is not enought, there are maybe some optimizations left to work on?

Greetings
cold
 

v0id

Programmer
Brightrock Games
Nov 18, 2011
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#14
Everything equal or above 6GB RAM _should_ be enough, given you have a 64bit OS which can actully address that much.
We had quite some users which had out of memory issues with 8GB installed while they were running an win32 system that was only able to address around 3.5GB.
If you are sure that is not the case then, then you should not get out of memory issues except you have any other memory hungry application running in parallel which takes big parts of the RAM away.
But yea we have also some optimizations to do on our end and I hope one day we can support systems with less than 4GB.

I hope the issue gets resolved for you with PTBv7.
Cheers
 

v0id

Programmer
Brightrock Games
Nov 18, 2011
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#15
well if the crash also affects the main build it means it wasn't a recently introduced feature/optimization thats causing the issue.

the memory exception is why it saying write to address 0000000. The devs will need to shine into this one since I have no clue why unity believes you don't have enough RAM.
Well this is quite normal I would say.
Nowadays almost no one checks in his code if a memory allocation with 'new' succeed, by testing if it returned 0.
At least in languages like C/C++ allocating more memory than existing returns simply 0, so a pointer to address 0x0000000.
But as early someone writes to this memory it crashes on invalid access to 0x0000000.
I have seen quite a lot of frameworks ending up in such a way when memory runs out so Unity engine does.
 
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v0id

Programmer
Brightrock Games
Nov 18, 2011
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#16
Update:
PTBv7 was done without this fix yet included. But it will make it into PTBv8 instead.
Sorry for confusion.
 

coldBug

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Jan 29, 2013
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#17
Does soon in the news mean today? Because if PTBv8 comes today I will be able to check this contemporary :)
 

v0id

Programmer
Brightrock Games
Nov 18, 2011
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#18
Hello guys,
Patch v1.1 is out and contains a fix (attempt) for the "too many threads" issue.
Could you please confirm if the issue is now fixed for you or not?

Thanks in advance :)
 

coldBug

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Jan 29, 2013
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#19
I'm back to the place my gaming pc is at the end of next week. I will give response asap! If i could, you would already have feedback to PTBv12, containing that fix :-(. Thanks for the good work.
 

coldBug

Cultist
WFTO Backer
Jan 29, 2013
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#20
Okay, i finally got the chance to test again. This time with version 1.1.7.

Just to make sure, i run a 64 bit Win7 and habe 8GB of RAM... Sadly the game keeps crashing with memory errors. First try with normal system use (browser etc.) got a crash log but also killed steam.

Second try just gave an output.log and crashed without error message. Both results are attached.

@v0id Hopefully there is something in this logs that helps!

Best Greetings
Cold
 

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