Game crashes


JY Lim

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Hi, my game crashes my pc and i need to hard restart it. (Any help is appreciated)

The game crashes after 10-30 minutes of gameplay. It has also crashed in the menu screen. There will be a slight humming/buzzing noise in the background. PC does not respond to anything (need to force shutdown). I have tried everything in the support article "Troubleshooting Crashes or Graphics Issues"

I have also tried un-installing and re-installing the game multiple times. My PC can't run it in OpenGL for some reason. PC is not overclocking or overheating.

System specs: Windows 10, 64 bit

CPU: Intel i5 6600K@3.50 GHz

Graphics: ATI Radeon RX 480

16GB ram.

I did send the Hinterland Support team an e-mail and while waiting for a response, I thought I might as well post this here.

This is what is copied from the output log.

 

WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader
<RI> Initializing input.

and

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 537)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 539)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
 
(Filename:  Line: 311)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 537)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 539)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
 
(Filename:  Line: 311)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 537)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 539)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)
 
(Filename:  Line: 311)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 537)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 539)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 7)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 7)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 7)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 7)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)
 
(Filename:  Line: 311)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)
 
(Filename:  Line: 311)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 537)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 539)

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)
 
(Filename:  Line: 311)

The referenced script on this Behaviour (Game Object 'STRSPAWN_QuonsetGasStation_Prefab') is missing!
 
(Filename:  Line: 294)

Edited by JY Lim
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Stratvox,

the CPU temperature is around 60 degrees celsius and the GPU is around 50ish? Funny thing is I can play the game just fine on laptops that don’t even reach the minimum specs for the game. Whereas my PC has the recommended specs. 

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Interesting. I'm running a 5700xt and while it's true that I have the settings cranked, 50ish is about where it starts from when I launch the game, not where it ends. I ended up creating a custom fan curve for it; it manages to keep the thermals under control at ~70C with 0.6 speed (which is around 3200 RPM). I was having problems with crashing as well, but tweaking the fan on the gpu fixed it; I figured that it was more likely the current heatwave where I live that arrived on WE's release date was causing my system to overheat... with the possible addition of the filters just adding a little bit more load on the gpu.

Ideally, you should get something that monitors and graphs the temperatures and fan speeds so that you can see what happens when you play the game, because I can tell you that when I exit the game my gpu temp goes from ~70-75 to <50 in just a few seconds... at 0.6 output on the fan it manages to keep the gpu below the 75C that I'm setting as the hard limit for maximum fan. If you go look at modding your fan curve to find out if it's overheating, you'll need to play around. First thing I'd do would be to just run the fan at 1.0 (i.e. maximum fan power) and hit the game for an hour or so and see if it craps out. If it does, overheating is not your problem and you'll need to dig deeper. If it doesn't, then look at bumping up your fan power.

ETA: Oh yeah, another thing is to set vertical sync on. Depending on your output device, you'll probably save a lot of work on the gpu that you never get to really see. Linux-native tld with settings cranked can end up in the 200+fps range depending on what I'm looking at, but my monitor only draws sixty pictures a second. By setting vertical sync on you'll save the gpu a lot work, which will result in lower heat output from the chip. Less electricity consumption too, and with zero effect on game quality. You might even find it better because no tearing.

Edited by stratvox
synchronicity
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Guest jeffpeng
On 7/3/2020 at 9:13 PM, stratvox said:

I'm running a 5700xt and while it's true that I have the settings cranked, 50ish is about where it starts from when I launch the game, not where it ends.

TSMCs N7 runs pretty darn hot. Which is okay - the process can take it. When I remember my old FX6300 ..... that one was borderline on fire hitting 55 deg C.

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  • 1 month later...

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