Avowed
Concerning Crashes
There's a few mentions of crashes here and I really just came over a silly question I had.
Recently someone I was watching play the game gave it up because his kept crashing on him too. The person actually stopped playing do to the crashes before I found him and said he currently believes playing this specific game, Avowed, made him need to get PC repairs.

I also tend to seek out any kinds of game anomalies that might give me a tough time or make me be compelled to buy one version over another because when I bought SubNautica for one of my consoles instead of the PC and ended up getting addicted to playing it then it ceased being able to load. If you waited out the ten minutes of loading time it would then crash. I spent hours trying to load the game until i just ended my frustration and bought it for what it ran well on. The PC.

This game appears to have a good bunch of save corruptions, constant crashes and glitches. One video the guys character could only move backwards and right and while it was funny for the video and janky walking your character through the world is not the worst thing that can happen in a game is Avowed really that bad just running? I'm thinking if I get it I will get a few hours in and it will never play again if it even gets that far.

My stupid question is are the "godly deformities" (I cant remember what the plant stuff is called) color customizable? A lot of the videos I seen were very bright in the pink for these attributes and it is a bit much for my eyes. I would have asked the guy I was watching in the playthrough this but he was really enjoying the game before he stopped playing so I didn't want to rehash any negativity about the PC with this. To fresh.
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Showing 16-30 of 33 comments
Originally posted by Videogame Jukebox:
Originally posted by Quickdraw:
It can if it's followed by BSOD. Believe it or not i don't give a ♥♥♥♥.

It really can't. Get mad at me if you want. I build computers and diagnose them for a living.
Im not mad, i just don't give a ♥♥♥♥.
Videogame Jukebox (Banned) Mar 3 @ 4:29am 
Originally posted by Quickdraw:
Originally posted by Videogame Jukebox:

It really can't. Get mad at me if you want. I build computers and diagnose them for a living.
Im not mad, i just don't give a ♥♥♥♥.

Cool story. Please, keep assuming software can hard reset hardware. I'm sure you will get a lot fixed that way.
Originally posted by Quickdraw:
Originally posted by Jabroni:
Extremely customizable and this game's crashes aren't frequent enough to get me to rage quit like CKIII or Cyberpunk

I mostly crash exiting the game and see the UE-Alabama box pop up
UE-Alabama wiped clean all setting of my BIOS/UEFI so this is not just harmless crash.
Unreal Engine cannot access your BIOS
Diomed Mar 3 @ 8:52am 
I had three crashes in about 40 hours of gameplay. I set the avowed.exe to run as administrator and turned off ray tracing in the game. I am almost to 90 hours now and have not crashed since I made these changes.
Originally posted by Taifun_Vash:
The only crashes I have are some fatal errors after a few hours of playing it during sequences, they're irritating to the point that I just do a save before these sequences, but not enough to quit the game altogether. No save games corrupted or anything of the sort, I just need to compile the shader after each fatal error, which at this point feels like it's part of the game.
Just post here whatever it's saying the cause is in the crashcontext file from my post above and post it back here. How much VRAM + RAM do you have? Also, adding these cvars to launch options might help, only use the last one if you have 12gb+ vram...to be safe:
-xgeshadercompile -nothreadtimeout -NoVerifyGC
Originally posted by Quickdraw:
Originally posted by Videogame Jukebox:

It really can't. Get mad at me if you want. I build computers and diagnose them for a living.
Im not mad, i just don't give a ♥♥♥♥.
That definitely sounds like the result of something more serious that we could probably troubleshoot real quick :tabbycat: It's just, Uneral Engine, or any game engine, doesn't have direct-level access to your firmware. So, anything effecting your BIOS like that represents a more serious problem with something like power instability, if you're overclocking and/or altering voltage somehow OR it could be something corrupt in windows which is porbably gonna be a much easier fix.
This is like, you're coughing up blood and saying "no i'm fine it's just allergies"

If you want, do a win search for cmd, right-click run as admin, and in cmd enter:

dism /online /cleanup-image /restorehealth
(this checks/fixes corrupted Windows sys components. takes a few min)

then run:

sfc /scannow
(this chekcs/fixes corrupted system files)

If in your event viewer and look for any critical errors, look and see if you have any error codes related to:
kernel power 41 --- that's a power loss/crash/shut down
BugCheck --- that's a BSOD
WHEA --- these are the ones you don't wanna see, usually indicative of hardware error
Originally posted by Diomed:
I had three crashes in about 40 hours of gameplay. I set the avowed.exe to run as administrator and turned off ray tracing in the game. I am almost to 90 hours now and have not crashed since I made these changes.
Did you get an Exception_Access_Violation and assume that giving the ptocess UAC permissins would fix it? Bc that's clever thinking, but still not the case. lol.
RT eats up SO much VRAM and I believe it's just automatically enabled in Avoweed (bc I turned it off), so that makes much more sense. And an Exception_Access_Violation from UE usually means that it tried to access more memory and Windows popped its hand and was like NO sir, and UE got mad and was like "I don't wanna play anymore" and crashed.
Last edited by fermioff; Mar 3 @ 9:39am
Originally posted by fermioff:
Originally posted by Taifun_Vash:
The only crashes I have are some fatal errors after a few hours of playing it during sequences, they're irritating to the point that I just do a save before these sequences, but not enough to quit the game altogether. No save games corrupted or anything of the sort, I just need to compile the shader after each fatal error, which at this point feels like it's part of the game.
Just post here whatever it's saying the cause is in the crashcontext file from my post above and post it back here. How much VRAM + RAM do you have? Also, adding these cvars to launch options might help, only use the last one if you have 12gb+ vram...to be safe:
-xgeshadercompile -nothreadtimeout -NoVerifyGC
</CallStack>
<IsCrashed>true</IsCrashed>
<Registers></Registers>
<ThreadID>35908</ThreadID>
<ThreadName>RHIInterruptThread</ThreadName>
</Thread>
<Thread><CallStack>ntdll 0x00007ffa62e40000 + 15f854
KERNELBASE 0x00007ffa60610000 + 4ce1f
Avowed-Win64-Shipping 0x00007ff7a7560000 + 236af27
Avowed-Win64-Shipping 0x00007ff7a7560000 + d3a827
Avowed-Win64-Shipping 0x00007ff7a7560000 + d37d41
KERNEL32 0x00007ffa62730000 + 2e8d7

10gb vram, 32gb ram

<MemoryStats.TotalPhysical>34268127232</MemoryStats.TotalPhysical>
<MemoryStats.TotalVirtual>36415610880</MemoryStats.TotalVirtual>
<MemoryStats.PageSize>4096</MemoryStats.PageSize>
<MemoryStats.TotalPhysicalGB>32</MemoryStats.TotalPhysicalGB>
<MemoryStats.AvailablePhysical>8112582656</MemoryStats.AvailablePhysical>
<MemoryStats.AvailableVirtual>3410333696</MemoryStats.AvailableVirtual>
<MemoryStats.UsedPhysical>10070650880</MemoryStats.UsedPhysical>
<MemoryStats.PeakUsedPhysical>10388865024</MemoryStats.PeakUsedPhysical>
<MemoryStats.UsedVirtual>16576888832</MemoryStats.UsedVirtual>
<MemoryStats.PeakUsedVirtual>17184714752</MemoryStats.PeakUsedVirtual>
Last edited by Taifun_Vash; Mar 3 @ 10:16am
fermioff Mar 3 @ 11:06am 
Originally posted by Taifun_Vash:
Originally posted by fermioff:
Just post here whatever it's saying the cause is in the crashcontext file from my post above and post it back here. How much VRAM + RAM do you have? Also, adding these cvars to launch options might help, only use the last one if you have 12gb+ vram...to be safe:
-xgeshadercompile -nothreadtimeout -NoVerifyGC
</CallStack>
<IsCrashed>true</IsCrashed>
<Registers></Registers>
<ThreadID>35908</ThreadID>
<ThreadName>RHIInterruptThread</ThreadName>
</Thread>
<Thread><CallStack>ntdll 0x00007ffa62e40000 + 15f854
KERNELBASE 0x00007ffa60610000 + 4ce1f
Avowed-Win64-Shipping 0x00007ff7a7560000 + 236af27
Avowed-Win64-Shipping 0x00007ff7a7560000 + d3a827
Avowed-Win64-Shipping 0x00007ff7a7560000 + d37d41
KERNEL32 0x00007ffa62730000 + 2e8d7

10gb vram, 32gb ram

<MemoryStats.TotalPhysical>34268127232</MemoryStats.TotalPhysical>
<MemoryStats.TotalVirtual>36415610880</MemoryStats.TotalVirtual>
<MemoryStats.PageSize>4096</MemoryStats.PageSize>
<MemoryStats.TotalPhysicalGB>32</MemoryStats.TotalPhysicalGB>
<MemoryStats.AvailablePhysical>8112582656</MemoryStats.AvailablePhysical>
<MemoryStats.AvailableVirtual>3410333696</MemoryStats.AvailableVirtual>
<MemoryStats.UsedPhysical>10070650880</MemoryStats.UsedPhysical>
<MemoryStats.PeakUsedPhysical>10388865024</MemoryStats.PeakUsedPhysical>
<MemoryStats.UsedVirtual>16576888832</MemoryStats.UsedVirtual>
<MemoryStats.PeakUsedVirtual>17184714752</MemoryStats.PeakUsedVirtual>

Lemme clear up these terms really quick. Unreal calls Video RAM virtual, which can be confusing, because Win calls the paging file Virtual Memory. So, just heads up.

You're VRAM is peaking out at over 17GB, but you only have 10GB, which means UE needs that much and the rest is spilling over into your system RAM. Is this an RTX 3080?
If you have RT on, that could be what's using so much VRAM. You also don't have enough pagefile mem set up, which could cause problems.

Make sure you have at least 100 GB free on your gaming drive. Do a windows search for Advanced System Settings, under Performance click Settings, in that window click on Advanced, under Virtual Memory click Change. If you only have a single drive just set Automatlically manage paging file at the top, and you're good. Otherwise just choose the drive that your OS is on and click System Managed, click set, and OK. And that part's good.

Since it's an RHI (Render Hardware Interface) Thread issue, it's your GPU and its interaction with the game engine. If the overspill you have going on is making your GPU wait too long (bc swapping between VRAM and RAM) the lag could be a simple timeout issue which can crash the game. In which case, you can right-click on Avowed, properties, and under launch options type in: -nothreadtimeout

Lemme know how that goes!
Originally posted by fermioff:
Originally posted by Taifun_Vash:
</CallStack>
<IsCrashed>true</IsCrashed>
<Registers></Registers>
<ThreadID>35908</ThreadID>
<ThreadName>RHIInterruptThread</ThreadName>
</Thread>
<Thread><CallStack>ntdll 0x00007ffa62e40000 + 15f854
KERNELBASE 0x00007ffa60610000 + 4ce1f
Avowed-Win64-Shipping 0x00007ff7a7560000 + 236af27
Avowed-Win64-Shipping 0x00007ff7a7560000 + d3a827
Avowed-Win64-Shipping 0x00007ff7a7560000 + d37d41
KERNEL32 0x00007ffa62730000 + 2e8d7

10gb vram, 32gb ram

<MemoryStats.TotalPhysical>34268127232</MemoryStats.TotalPhysical>
<MemoryStats.TotalVirtual>36415610880</MemoryStats.TotalVirtual>
<MemoryStats.PageSize>4096</MemoryStats.PageSize>
<MemoryStats.TotalPhysicalGB>32</MemoryStats.TotalPhysicalGB>
<MemoryStats.AvailablePhysical>8112582656</MemoryStats.AvailablePhysical>
<MemoryStats.AvailableVirtual>3410333696</MemoryStats.AvailableVirtual>
<MemoryStats.UsedPhysical>10070650880</MemoryStats.UsedPhysical>
<MemoryStats.PeakUsedPhysical>10388865024</MemoryStats.PeakUsedPhysical>
<MemoryStats.UsedVirtual>16576888832</MemoryStats.UsedVirtual>
<MemoryStats.PeakUsedVirtual>17184714752</MemoryStats.PeakUsedVirtual>

Lemme clear up these terms really quick. Unreal calls Video RAM virtual, which can be confusing, because Win calls the paging file Virtual Memory. So, just heads up.

You're VRAM is peaking out at over 17GB, but you only have 10GB, which means UE needs that much and the rest is spilling over into your system RAM. Is this an RTX 3080?
If you have RT on, that could be what's using so much VRAM. You also don't have enough pagefile mem set up, which could cause problems.

Make sure you have at least 100 GB free on your gaming drive. Do a windows search for Advanced System Settings, under Performance click Settings, in that window click on Advanced, under Virtual Memory click Change. If you only have a single drive just set Automatlically manage paging file at the top, and you're good. Otherwise just choose the drive that your OS is on and click System Managed, click set, and OK. And that part's good.

Since it's an RHI (Render Hardware Interface) Thread issue, it's your GPU and its interaction with the game engine. If the overspill you have going on is making your GPU wait too long (bc swapping between VRAM and RAM) the lag could be a simple timeout issue which can crash the game. In which case, you can right-click on Avowed, properties, and under launch options type in: -nothreadtimeout

Lemme know how that goes!
Yes it's an 3080 RTX and I just did the changes.
Started to had some random crashes after about 15h of playtime, also one time i had to reload a save because i could go throug a lot of textures and enemies didn't spawn.
Originally posted by fermioff:
Originally posted by Taifun_Vash:
</CallStack>
<IsCrashed>true</IsCrashed>
<Registers></Registers>
<ThreadID>35908</ThreadID>
<ThreadName>RHIInterruptThread</ThreadName>
</Thread>
<Thread><CallStack>ntdll 0x00007ffa62e40000 + 15f854
KERNELBASE 0x00007ffa60610000 + 4ce1f
Avowed-Win64-Shipping 0x00007ff7a7560000 + 236af27
Avowed-Win64-Shipping 0x00007ff7a7560000 + d3a827
Avowed-Win64-Shipping 0x00007ff7a7560000 + d37d41
KERNEL32 0x00007ffa62730000 + 2e8d7

10gb vram, 32gb ram

<MemoryStats.TotalPhysical>34268127232</MemoryStats.TotalPhysical>
<MemoryStats.TotalVirtual>36415610880</MemoryStats.TotalVirtual>
<MemoryStats.PageSize>4096</MemoryStats.PageSize>
<MemoryStats.TotalPhysicalGB>32</MemoryStats.TotalPhysicalGB>
<MemoryStats.AvailablePhysical>8112582656</MemoryStats.AvailablePhysical>
<MemoryStats.AvailableVirtual>3410333696</MemoryStats.AvailableVirtual>
<MemoryStats.UsedPhysical>10070650880</MemoryStats.UsedPhysical>
<MemoryStats.PeakUsedPhysical>10388865024</MemoryStats.PeakUsedPhysical>
<MemoryStats.UsedVirtual>16576888832</MemoryStats.UsedVirtual>
<MemoryStats.PeakUsedVirtual>17184714752</MemoryStats.PeakUsedVirtual>

Lemme clear up these terms really quick. Unreal calls Video RAM virtual, which can be confusing, because Win calls the paging file Virtual Memory. So, just heads up.

You're VRAM is peaking out at over 17GB
I'm not sure this is completely true.

Note these lines. They don't appear to refer to VRAM.

<MemoryStats.TotalVirtual>36415610880</MemoryStats.TotalVirtual>
<MemoryStats.AvailableVirtual>3410333696</MemoryStats.AvailableVirtual>

So this peak value here probably isn't referring to VRAM either.

<MemoryStats.PeakUsedVirtual>17184714752</MemoryStats.PeakUsedVirtual>

But since it's an issue that goes away when restarting the game and reloading the save, it's probably not a direct consequence of some visual feature being applied. And it's only cutscenes. The game does change over from normal view to cutscene view when that happens, which is a memory related task. But there's probably a lot of threads being awoken and/or initialized and I imagine a crash happens if an assert on any of them fails.

This line does confound me a bit, though.
<MemoryStats.AvailablePhysical>8112582656</MemoryStats.AvailablePhysical>

Wouldn't that indicate a mere 8 gigs available of physical RAM? On a machine with 32 gigs total? That sounds like very little to store all the nonsense that the game needs to store while also caching for the graphics, and it sounds like there's something else of significant size running on his system to eat all that RAM.
Originally posted by Monochromatic Spider:
Originally posted by fermioff:

Lemme clear up these terms really quick. Unreal calls Video RAM virtual, which can be confusing, because Win calls the paging file Virtual Memory. So, just heads up.

You're VRAM is peaking out at over 17GB
I'm not sure this is completely true.

Note these lines. They don't appear to refer to VRAM.

<MemoryStats.TotalVirtual>36415610880</MemoryStats.TotalVirtual>
<MemoryStats.AvailableVirtual>3410333696</MemoryStats.AvailableVirtual>

So this peak value here probably isn't referring to VRAM either.

<MemoryStats.PeakUsedVirtual>17184714752</MemoryStats.PeakUsedVirtual>

But since it's an issue that goes away when restarting the game and reloading the save, it's probably not a direct consequence of some visual feature being applied. And it's only cutscenes. The game does change over from normal view to cutscene view when that happens, which is a memory related task. But there's probably a lot of threads being awoken and/or initialized and I imagine a crash happens if an assert on any of them fails.

This line does confound me a bit, though.
<MemoryStats.AvailablePhysical>8112582656</MemoryStats.AvailablePhysical>

Wouldn't that indicate a mere 8 gigs available of physical RAM? On a machine with 32 gigs total? That sounds like very little to store all the nonsense that the game needs to store while also caching for the graphics, and it sounds like there's something else of significant size running on his system to eat all that RAM.

Good catch! And thank you for pointing that out, because I could tell there was an inconsistency somewhere. It's funny because it was working out in my mind, but I couldn't quite put my finger on what was strange about the memory stats being reported.

You're right though, vitual memory absolutely appears to be the traditional RAM + Pagefile just as in Windows. Since 32GB + 4GB pagefile is consistent with the 36GB total virtual memory as stated above.

I have seen larger games, like mmos, completely wipe out a system (I think I posted it earlier in this thread as an example) with 8GB VRAM and 32GB RAM + 4GB Pagefile.

Hmm. Let me reorganize this and omit a couple of things. Lol. You've got me in the data analytics mood now! Let's go! (do I enjoy this more than gaming!?)

Going to omit some values and calculate byte values into GB values.

At crash:
Used RAM = 9.4 GB
Avail RAM = 7.5 GB
Used Virtual = 15.4 GB
Avail Virtual = 3.2 GB
VRAM = ~9.4 GB

Thanks! This really helped me clarify some things.
Taifun_Vash -- So, it still makes sense that because UE was using 15.4 GB virtual, that VRAM was consistently swapping resources with system memory, therefore an RHI Interrupt Thread crash was likely due to thread lag.
-Disabling RT and lowering texture quality should reduce VRAM usage
-Adding Steam launch option "-nothreadtimeout" would prevent further crashes
-Would still be a good idea to set your pagefile to System Managed
-If all of these are implemented, further disaster should be averted!
Cheers!
Last edited by fermioff; Mar 3 @ 2:26pm
Originally posted by fermioff:
Originally posted by Taifun_Vash:
</CallStack>
<IsCrashed>true</IsCrashed>
<Registers></Registers>
<ThreadID>35908</ThreadID>
<ThreadName>RHIInterruptThread</ThreadName>
</Thread>
<Thread><CallStack>ntdll 0x00007ffa62e40000 + 15f854
KERNELBASE 0x00007ffa60610000 + 4ce1f
Avowed-Win64-Shipping 0x00007ff7a7560000 + 236af27
Avowed-Win64-Shipping 0x00007ff7a7560000 + d3a827
Avowed-Win64-Shipping 0x00007ff7a7560000 + d37d41
KERNEL32 0x00007ffa62730000 + 2e8d7

10gb vram, 32gb ram

<MemoryStats.TotalPhysical>34268127232</MemoryStats.TotalPhysical>
<MemoryStats.TotalVirtual>36415610880</MemoryStats.TotalVirtual>
<MemoryStats.PageSize>4096</MemoryStats.PageSize>
<MemoryStats.TotalPhysicalGB>32</MemoryStats.TotalPhysicalGB>
<MemoryStats.AvailablePhysical>8112582656</MemoryStats.AvailablePhysical>
<MemoryStats.AvailableVirtual>3410333696</MemoryStats.AvailableVirtual>
<MemoryStats.UsedPhysical>10070650880</MemoryStats.UsedPhysical>
<MemoryStats.PeakUsedPhysical>10388865024</MemoryStats.PeakUsedPhysical>
<MemoryStats.UsedVirtual>16576888832</MemoryStats.UsedVirtual>
<MemoryStats.PeakUsedVirtual>17184714752</MemoryStats.PeakUsedVirtual>

Lemme clear up these terms really quick. Unreal calls Video RAM virtual, which can be confusing, because Win calls the paging file Virtual Memory. So, just heads up.

You're VRAM is peaking out at over 17GB, but you only have 10GB, which means UE needs that much and the rest is spilling over into your system RAM. Is this an RTX 3080?
If you have RT on, that could be what's using so much VRAM. You also don't have enough pagefile mem set up, which could cause problems.

Make sure you have at least 100 GB free on your gaming drive. Do a windows search for Advanced System Settings, under Performance click Settings, in that window click on Advanced, under Virtual Memory click Change. If you only have a single drive just set Automatlically manage paging file at the top, and you're good. Otherwise just choose the drive that your OS is on and click System Managed, click set, and OK. And that part's good.

Since it's an RHI (Render Hardware Interface) Thread issue, it's your GPU and its interaction with the game engine. If the overspill you have going on is making your GPU wait too long (bc swapping between VRAM and RAM) the lag could be a simple timeout issue which can crash the game. In which case, you can right-click on Avowed, properties, and under launch options type in: -nothreadtimeout

Lemme know how that goes!
That helped, had no crash so far.
Originally posted by fermioff:
Use win + r and go to %localappdata%\Alabama\Saved\Crashes\ and then there will be a UECC folder for each crash. They need to open the crashcontext.runtime-xml and either "open with" Notepad++ or change the name to crashcontext.txt and then search for "iscrashed>true" and it will take you to the stack that caused the crash...and the cause will be next to <threadname>
It will look like this:
</CallStack>
<IsCrashed>true</IsCrashed>
<Registers></Registers>
<ThreadID>[some crash ID number]</ThreadID>
<ThreadName>[cause of crash]</ThreadName>
</Thread>

-The ThreadName/Cause of Crash is sometimes something ambiguous like:
<ThreadName>EXCEPTION_ACCESS_VIOLATION</ThreadName>

But UE5 doesn't know that it ran out of memory until after it's getting told NO by Windows. Which leads to my next point.

One of the most common causes I see for persistent crashes is running out of memory. In that same file you can check it out by searching for "memorystats" and you should see something like looks like this:

<MemoryStats.TotalPhysical>34281295872</MemoryStats.TotalPhysical>
<MemoryStats.TotalVirtual>140737488224256</MemoryStats.TotalVirtual>
BAD<MemoryStats.PageSize>4096</MemoryStats.PageSize>
<MemoryStats.TotalPhysicalGB>32</MemoryStats.TotalPhysicalGB>
BAD<MemoryStats.AvailablePhysical>0</MemoryStats.AvailablePhysical>
BAD<MemoryStats.AvailableVirtual>0</MemoryStats.AvailableVirtual>
<MemoryStats.UsedPhysical>0</MemoryStats.UsedPhysical>
<MemoryStats.PeakUsedPhysical>0</MemoryStats.PeakUsedPhysical>
<MemoryStats.UsedVirtual>0</MemoryStats.UsedVirtual>
<MemoryStats.PeakUsedVirtual>0</MemoryStats.PeakUsedVirtual>

-First BAD, he didn't have his page file set to System Managed so he only had 4gb
-Second BAD, he ran out of RAM
-Third Bad, he ran out of page file....bc it was only 4gb lol

In this case, you would win search for advanced systems settings>under performance clcik settings>go to advanced tab>under virtual memory click change>
from here if you only have one drive you can just click on "Automatically manage paging file size for all drives"...if you have multiple drives and they're all equally as fast, you can do the same; HOWEVER, if, like me, you have a really fast one and a kind fast one and then two really slow ones, go to your main gaming drive, or your fastest one, make sure you have ~size of your RAM as free space, and then click System managed size and click set. This should help!! Restart and try again.
My brother in sin. What do you mean by "make sure you have ~size of your RAM as free space,". Are you saying to manually change the amounts to match the same about of GB's you have in ram? For instance, i have 4096 when i get deep into those settings (my other two M.2.s weren't being managed at all.).

Because i have 48GB of ram, should that number be 49,125 instead? Please god add me on discord and let me know xSelloutx#8548
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Date Posted: Feb 28 @ 10:16pm
Posts: 33