post the guid that’s being printed by our crash popup and we might be able to help you
post the guid that’s being printed by our crash popup and we might be able to help you
A new experimental build has been deployed which disables portraits again, and also fixes the stutters. (unrelated to portraits). A feature to disable portraits properly in the main game was planned for this patch, but was unfortunately last minute delayed due to unforseen consequences.
Experimental branch without portraits is online again.
If you haven’t already, could you try to wipe your %Appdata%/roaming/Fatshark/Darktide folder from .hans and .pso_lib files, also clear your windows Shader cache. (Using Disk Cleanup tool)
Just to make sure your issues aren’t stemming from cached broken shaders somehow.
Experimental is now available.
Hi Solun. You are on a very old driver (dec 2022), and something seems to go wrong with the shader cache for you. I would suggest that you firstly update your driver and then erase everything in C:\Users\AppData\Roaming\Fatshark\Darktide. Or if you want to keep your settings, only erase the files ending with .pso_lib and .hans. Then run the game again.
Sorry to hear that Moto. But if it’s not too much to ask, please try this current experimental as well. You are one of the unlucky ones who seem to crash all the time, it would be valuable if you could try and se if you still crash on this build. (experimental). It looks like you’ve only played on the main branch according to the one crash that is reported to our system from your steam user name.
Have you tried the experimental branch? Beta password: cTYPtKTsfMDsLHAV
A new build has been deployed. This build will require more VRAM the longer you are playing. So if you experience crashes do to Out of memory consider lowering texture quality or resolution.
New experimental deployed, restart Steam to get it. Portraits disabled as that seems to have helped a lot before, plus a new experiment.
Yes. I did a small update to the experimental yesterday. I will do another today.
New experimental deployed. Please update and try.
So, I think it’s hard to explain exactly why this is the way it is, and that’s partly because the cold truth is that we don’t know yet. What we do know is that it’s something that has to do with our instancing and instanced skinning system. (Instancing being drawing multiple copies of the same mesh at different places faster than it would be drawing them one by one, Skinning being transforming vertices of a mesh to a set of of ‘bones’ to make the mesh move around, end of graphics programming crash course )
We also know that whatever is causing the issue must be a product of some pesky “race condition”, which means that occasionally when you are processing stuff on many threads and processors at the same time, things can come out of expected order. It’s like finding a neele in a haystack, it’s probably something super-dumb,...
Read moreexperimental should be back and working with the latest content patch. I missed one commit when cleaning out on the experimental branch. I was hard-capping worker threads to 10 in the engine, this is no longer the case. But you can emulate this behaviour using the launcher if needed.
On it
New build deployed where only portraits are disabled. Weapons and cosmetics should be back on this one.
The current experimental have no portraits. It’s part of the experiment. I should have probably mentioned this. But this is the nature of the experimental build. I experiment and see what works. Since this GPU hang can’t be reliably reproduced in a controlled environment I need to go wide and block out parts of the engine which we suspect. Currently it has lead us to the portrait rendering system and I want to verify that it helps by disabling this system completely. Currently only one part of it is disabled, which is why I still can see some hangs comming in. But I’m planning on disabling the other part as well and see if that does it. Then we know where to dig in and figure out what is going wrong.
Also please hop over to the experimental branch! This is a rare one, and there’s a lot of new debugging info added to shine more light on the issue when this happens.
Beta password: cTYPtKTsfMDsLHAV
New experimental update is available. Fingers crossed.
Password: cTYPtKTsfMDsLHAV
I probably should elaborate. This is why we try to not say too much, as it’s always being misinterpreted to a degree. It’s not useless to post logs and dumps for most issues. It’s useless for GPU hangs in particular, for us developers.
Our community managers are not developers, but they know how to categorize crashes based on quickly looking at the logs, so to them it’s not useless in terms of giving accurate response and referring to possible known workarounds.
Another aspect of posting logs and dumps it that ...
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