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Their finding below:
Appears to still be happening on 1.27.5 after a SteamVR critical crash and there is no process using the ram/CPU
```Exception code: 0xc0000409
Fault offset: 0x0009e3bb
Faulting process id: 0x0x4630
Faulting application start time: 0x0x1DABABAE2381C1E
Faulting application path: C:\Program Files (x86)\Steam\steam.exe
Faulting module path: C:\Windows\System32\ucrtbase.dll```
```Faulting application name: vrmonitor.exe, version: 1.27.5.0, time stamp: 0x64f0e026
Faulting module name: ucrtbase.dll, version: 10.0.22621.3593, time stamp: 0x10c46e71
Exception code: 0xc0000409
Fault offset: 0x000000000007f6fe
Faulting process id: 0x0x59A4
Faulting application start time: 0x0x1DABABAFF78EDF2
Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win64\vrmonitor.exe
Faulting module path: C:\Windows\System32\ucrtbase.dll```
At a closer look it appears to be Visual C++ runtime being broken causing the crashes
Tripped me out seeing as my Valve Index worked perfect but my Pico 4 Pro was causing these mem leaks
So basically it was broken VC++ runtime packages that was breaking my PICO and leaking a bunch of memory, forcing me to reboot my PC to get a decent performance again, I've now been in VR on PICO for many hours and can't see any problems, so yeah if any one has this it's definitely worth trying repairing your VC++ Runtimes.
GL
Do you happen to know specifically which Visual C++ runtimes this applies to? I have about a dozen of them installed, and don't want to go uninstalling them as many other apps rely on them. I'm not 100% convinced this will work in my case, as I went as far as going a clean Windows install when trying to resolve this issue and it didn't help. Currently the only fix that works for me is to use the previous build (v2.4.4).
**edit: I repaired all VC++ redistributables that had the option to repair. The only ones I couldn't repair were the 2008 and 2010 packages which only gave the option to uninstall. After this I tried both the current 2.5.5 and beta 2.6.2 builds, and both still cause vrserver.exe to swallow up memory.
Yeah we just don't have the same crash at all, it's both memory leaks, but it's just not the same crash.
Check SteamVR logs & Windows logs as well, maybe you too can make a discovery like me
https://steamcommunity.com/app/250820/discussions/0/4338733821678839470/
My post on this:
https://steamcommunity.com/app/250820/discussions/0/4338733821678839470/
Task manager showing 16 gigs allocated for the one program (maximum allowed by the OS maybe?) and then the full 32 gigs +108gig swap filled up on the performance page. Also on the performance page, showing not much is going on on the computer, GPU is practically idle and I'm guessing the CPU is just mostly juggling that swap.
https://imgur.com/a/OPhDY77
Yeah that's frustrating. I've also raised the issue as a support request and was directed to post here in the discussion forum. I was advised that the developers do read the threads here and "use a number of community sources to help investigate the frequency and severity of issues like this." Hopefully it gets fixed soon.
Yep this is how mine looks too when it starts happening. I have a 6900XT and was fine on the previous version but today was the first day that I started getting this issue again.
I also noticed that everyone who's mentioned their GPU model is on an AMD 6 series - I wonder if that's a common factor as well? Bedmonster has a 6700xt, I'm on a 6800xt and you have a 6900xt.
Also FYI, I tried rolling back to the 1.27.5 build available in the beta options, and this seems to be stable as well, if anyone's looking for a temp fix that currently works. This build is from Sept last year so it's old but not *that* old.