Game hang on zone change
When I first tried to enter the Submerged Passage the first 3 times it hung on the loading screen (the little loading gears stopped moving) until I killed the process (CPU load was at 0 for at least 3 minutes). After I switched off dynamic resolution for the 4th try I was able to get in normally (though I'm not yet convinced that was the culprit). I had the same problem when I then tried to enter the Flooded Depths later, though this time simply trying a second time got me in, even with dynamic resolution on. I suspect this is related to some combination of dynamic resolution, DX11, or the --noasync --waitforpreload I'm using; I'll update as I acquire more info. Unfortunately I can't test DX11 because the game crashes on either of the DX9 settings.
Update: I've subsequently gotten stuck twice now trying to return to Lioneye's Watch, so this isn't limited to entering new instances. Running list of hangs (and zone of attempted entry): Submerged Passage first entry ×3 Flooded Depths first entry Lioneye's Watch by portal Lioneye's Watch by waypoint from The Ship Graveyard Old Fields first entry Crossroads first entry ---(Dynamic resolution disabled)--- Crossroads first entry ---(Dynamic resolution re-enabled, --noasync disabled)--- So far no more crashes, so it looks like async is involved. However, since switching --noasync off I've also encountered this, which may be related. Last edited by 三日前#5805 on Aug 7, 2017, 5:00:58 AM Last bumped on Aug 9, 2017, 11:33:32 AM
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Now that 3.0.0b hotfix 2 has fixed DX9Ex I can confirm that this is still tied to --noasync (and possibly the above linked texture bug) but not DirectX version.
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Same happens to me if I want to use --noasync.
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