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PC - Game crashes as soon as the press space screen would display

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Gabrote42
Gabrote42 Member Posts: 30
edited April 27 in Bug Reporting

Foreword:
This bug was reported recently by a brazilian user with the same error messages and behavior, in this thread:


This bug report, and my response to it reproducing the issue, was declined due to their CPU being below the minimum specifications listed on the steam page.
However, a response by Mandy on a related thread said that my CPU was above the minimum specs, and encouraged me to further troubleshoot the issue. Therefore I decided to report this bug again in hopes that it wouldn't be declined in the same fashion.


I will be happy to perform any troubleshooting you wish me to do, and provide all information relevant to the issue.

With that said, here's the form:

The game crashes as soon as the Press Space screen would display (under some circumstances, the Trapper cutscene may successfully play. The crash then happens in the loading screen just before the lobby would display). The game was completely fine and playable with few issues in the last patch (with exceptions seen in my other bug reports). This bug started with 7.7.0

Steps to reproduce:

Step 1 : Use or emulate a machine with specifications substantially similar to mine (I have an Intel Core i7-4790 processor, a Dell Inc. 00V62H version A01 motherboard, an OptiPlex 9020 SKU (whatever that means), 8GB of DDR3 ram in a single stick (according to task manager, couldn't find it anywhere else), Windows 10 Pro 22H2, etc.)

Step 1a : If you already did the following steps, add "-dx11" to advanced launch parameters on steam before performing Step 2

Step 2 : Launch the game from steam

Step 3 : See how the game crashes without any input before the Press Space to Continue screen appears. If it does, go to step 4, if it doesn't, go to step 3a.

Step 3a : Hit space and wait for Initialization to complete. Go to Step 3b.

Step 3b : Watch the Trapper cutscene without skipping it. Skipping it may cause the crash to take longer. Go to Step 3c.

Step 3c : See how the game crashes when the lobby is about to display, after about 10 seconds of loading. The crash will look like a black soundless screen, and the crash reporter will appear after about 180 seconds, consistent with any RenderThread timeouts from lack of memory, but with different reporter error codes.

Step 4 : Copy the error code in the crash reporter, and copy the log. Compare it to the ones I provided. Then go to step 1a if you haven't already.

Additional information

  • As this bug does not involve gameplay, I had no chance to select characters or loadouts.
  • This bug is reproducible 100% of the time, therefore rendering my game unusable.
  • You can attempt the -dx11 fix, as demonstrated in Step 1a, but that merely delays the crash to just before the lobby screen appears.
  • I will attach the error codes displayed in the crash reporter on the following section.

documents to add

  • No multimedia is available, but I have 2 logs originally posted in the brazilian thread.

The codes for Step 3 :

Fatal error: [File:C:\J2\lPCs\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp]
[Line: 873] hr failed at C:\J2\lPCs\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:391 with error E_INVALIDARG

DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97574146 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97401900 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97382951 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97078967 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97049864 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97089902 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97088530 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97370905 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 96833434 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 96841852 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 96842574 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97397917 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111738648 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111739886 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111775056 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 103224831 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 103194743 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 89791502 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111972953 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111974295 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 91313143 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 91289329 bytes
kernel32 {0x0000000000000000} + 95044 bytes
ntdll {0x0000000000000000} + 337585 bytes

The codes for Step 3a :

Fatal error: [File:C:\J2\lPCs\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1274] GameThread timed out waiting for RenderThread after 180.00 secs

DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111931067 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111997376 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50192711 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50246124 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50246250 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50250063 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50297124 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 148921954 bytes
kernel32 {0x0000000000000000} + 95044 bytes
ntdll {0x0000000000000000} + 337585 bytes

  • Logs (PC only)

Here are the logs for Step 3 :

Here are the logs for Step 3a :

I hope this helps resolve the issue and it doesn't get declined.

Thank you for your time, sincerely,

Gabrote42

Post edited by EQWashu on
1
1 votes

Declined · Last Updated

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