Indiana Jones and the Great Circle

Indiana Jones and the Great Circle

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Constant Crash To Desktop
[UPDATE2 05/21/2025] got into event viewer after a crash and saw what appears to be a memory leak which seems to be causing some of the crashing.
[UPDATE 05/21/2025]: Reinstalling Windows and doing a completely fresh instillation solved my issue.

Hello!
I have a 285K with a gigabyte RTX 5080.
The game was working just fine but then updating to update 4 and latest drivers the game is constantly crashing to desktop in Gizeh.

Oblivion and other games are working flawlessly. And to boot, even Safe mode is crashing to desktop.

I have filed a ticket with Bethesda but still waiting for a response.

Any help is appreciated.
Last edited by pokermaster2; May 21 @ 7:36pm
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Showing 1-15 of 20 comments
h3lp3r May 19 @ 11:16am 
My game crashes to desktop immediately when I enable frame generation. I am also getting lots of weird stuttering with DLSS enabled. Used to work fine before Update 4.
Originally posted by h3lp3r:
My game crashes to desktop immediately when I enable frame generation. I am also getting lots of weird stuttering with DLSS enabled. Used to work fine before Update 4.
Even with Native TAA my game is crashing. I’ve attempted running I’m safe mode several times and it still crashes. I’ve even re-installed the game and no dice.

My PC is overclocked, but it’s been stress tested with OCCT and Memtest86 and very stable.
h3lp3r May 19 @ 11:23am 
I think there's something wacky going on since the latest hotfix. Not sure there's anything users can do within reason. Maybe just wait for some update.
Originally posted by h3lp3r:
I think there's something wacky going on since the latest hotfix. Not sure there's anything users can do within reason. Maybe just wait for some update.

Agreed, was mainly hoping to find some sort of workaround.

A little sad to have a game I want to play and being unable to.

Have seen all sorts of work arounds (limiting CPU clock, limiting frame rates, lowering textures) all to no avail.
Last edited by pokermaster2; May 19 @ 11:37am
DDU and newest drivers released today were no help
Exlet May 21 @ 6:28am 
Originally posted by pokermaster2:
Hello!
I have a 285K with a gigabyte RTX 5080.
The game was working just fine but then updating to update 4 and latest drivers the game is constantly crashing to desktop in Gizeh.

Oblivion and other games are working flawlessly. And to boot, even Safe mode is crashing to desktop.

I have filed a ticket with Bethesda but still waiting for a response.

Any help is appreciated.


If you stuck at crashing, below is the method that managed to fix the crash.

1. Please try running the game with option flag of "-dx11" or "-dx12".
2. (not sure) Paging memory should be set in minimum as 1.0 * RAM size to maximum with 1.5~2.0 * RAM size and reboot PC (1.5~2.0 choose free within your PC SSD memory allows.)
*or just min = max with 32768. (32Gig)

With above two methods, I just simply managed to launch the game with full ray-tracing graphic settings with DLSS options.
Once the game is running, then no need to set the launch option flags.

(it was no use of deleting sl.dlss*.dll or full-screen optimization or compatibility mode, or etc. The known methods were no help for crashing.)

PC : ASUS Flow Z13 (2022) - 3050 Ti, + XG mobile 4090.
Last edited by Exlet; May 21 @ 1:12pm
Could you disable ray reconstruction ?
Hi! I just decided to reinstall windows. I do some development so I’m wondering if I had messed a configuratIon somehow.

I was able to play last night with no issues.
Exlet May 21 @ 12:02pm 
Originally posted by BlastThyName:
Could you disable ray reconstruction ?

I heard also that this game cannot turn off the path-tracing option due to mandatory requirement.

But in a way, path-tracing's default option is "off" and Native TAA enabled when I ran the game in default mode with XGm 4090. It is not sure as if all ray-tracing options are disabled because the description says that "when turn off, using only (ray-traced) global illumination". As in my opinion, it can be ignored that the word of (ray-traced) things.

Before I bought XGm 4090, I played this game to ending with 3050 ti and path-tracing's default option was "off" even that time.
(required memory value should be edited in config file to start game.)

and just running with 3050 ti, not only PT option is off, almost every option's default values are "off" or "lowest" lol.

Somehow it really feels familiar to me with this kind of problem, "lack of memory or heavy program.." especially with CoD series and other "hea-vy" Bethesda games.
Last edited by Exlet; May 21 @ 12:11pm
Originally posted by Exlet:
I heard also that this game cannot turn off the path-tracing option due to mandatory requirement.

But in a way, path-tracing's default option is "off" and Native TAA enabled when I ran the game in default mode with XGm 4090. It is not sure as if all ray-tracing options are disabled because the description says that "when turn off, using only (ray-traced) global illumination". As in my opinion, it can be ignored that the word of (ray-traced) things.

Before I bought XGm 4090, I played this game to ending with 3050 ti and path-tracing's default option was "off" even that time.
(required memory value should be edited in config file to start game.)

and just running with 3050 ti, not only PT option is off, almost every option's default values are "off" or "lowest" lol.

Somehow it really feels familiar to me with this kind of problem, "lack of memory or heavy program.." especially with CoD series and other "hea-vy" Bethesda games.

Only the global illumination ray tracing is mandatory. That's not too bad computationally, so a 3050 can do it. You're just ray tracing one light source with no bounces. Path tracing bounces, ray tracing doesn't have to, but path tracing is a form of ray tracing so...? At any rate the convention in video games seems to be path tracing has the bounces. Turn on all the path tracing stuff and it's doing bounce calculations and also bouncing rays for multiple light sources, shadows and reflections.
Exlet May 21 @ 5:35pm 
Originally posted by zandor60657:
Originally posted by Exlet:
I heard also that this game cannot turn off the path-tracing option due to mandatory requirement.

But in a way, path-tracing's default option is "off" and Native TAA enabled when I ran the game in default mode with XGm 4090. It is not sure as if all ray-tracing options are disabled because the description says that "when turn off, using only (ray-traced) global illumination". As in my opinion, it can be ignored that the word of (ray-traced) things.

Before I bought XGm 4090, I played this game to ending with 3050 ti and path-tracing's default option was "off" even that time.
(required memory value should be edited in config file to start game.)

and just running with 3050 ti, not only PT option is off, almost every option's default values are "off" or "lowest" lol.

Somehow it really feels familiar to me with this kind of problem, "lack of memory or heavy program.." especially with CoD series and other "hea-vy" Bethesda games.

Only the global illumination ray tracing is mandatory. That's not too bad computationally, so a 3050 can do it. You're just ray tracing one light source with no bounces. Path tracing bounces, ray tracing doesn't have to, but path tracing is a form of ray tracing so...? At any rate the convention in video games seems to be path tracing has the bounces. Turn on all the path tracing stuff and it's doing bounce calculations and also bouncing rays for multiple light sources, shadows and reflections.

I agree with that and thanks letting me know the things.

As in my thought, even drawing conventional illumination has including bounce calculation limited to once on the material's surface.

It maybe called path-tracing is true or full ray-tracing tech, perhaps?

Whatever the matter is, there are many stuff to be fixed.

I would say, "do work, Bethesda?" lol.
Last edited by Exlet; May 21 @ 5:37pm
NOT SOLVED

Re-installed windows because it happened again.

Looky what we have here a good old fashioned memory leak.

Found this in event viewer for great circle

Fault bucket 2225162030785260739, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0

Problem signature:
P1: TheGreatCircle.exe
P2: 1.0.7.0
P3: 10.0.26100.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:

Attached files:
/?/C:/Users/XXXXX/AppData/Local/Temp/RDRFCA0.tmp/empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.d647b177-d86a-4e9e-a3d6-03665bc9d561.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.d9752529-36c8-411a-a63d-0f5a65647683.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.32e67a26-1ede-4095-bec5-54864660a7d6.tmp.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.01a227a4-048f-466f-a4a9-1995af5859cd.tmp.xml

These files may be available here:
NULL

Analysis symbol:
Rechecking for solution: 0
Report Id: 918b753e-ae8d-4ef7-8a16-7fe56a82ff4f
Report Status: 268435456
Hashed bucket: 3ab8e1df63c94d0d9ee15d13dca46cc3
Cab Guid: 0
Originally posted by pokermaster2:
NOT SOLVED

Re-installed windows because it happened again.

Looky what we have here a good old fashioned memory leak.

Found this in event viewer for great circle

Fault bucket 2225162030785260739, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0

Problem signature:
P1: TheGreatCircle.exe
P2: 1.0.7.0
P3: 10.0.26100.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:

Attached files:
/?/C:/Users/XXXXX/AppData/Local/Temp/RDRFCA0.tmp/empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.d647b177-d86a-4e9e-a3d6-03665bc9d561.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.d9752529-36c8-411a-a63d-0f5a65647683.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.32e67a26-1ede-4095-bec5-54864660a7d6.tmp.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.01a227a4-048f-466f-a4a9-1995af5859cd.tmp.xml

These files may be available here:
NULL

Analysis symbol:
Rechecking for solution: 0
Report Id: 918b753e-ae8d-4ef7-8a16-7fe56a82ff4f
Report Status: 268435456
Hashed bucket: 3ab8e1df63c94d0d9ee15d13dca46cc3
Cab Guid: 0
Sent this to Bethesda support in a ticket. Hopefully it's helpful.
Exlet May 21 @ 7:39pm 
Originally posted by pokermaster2:
Originally posted by pokermaster2:
NOT SOLVED

Re-installed windows because it happened again.

Looky what we have here a good old fashioned memory leak.

Found this in event viewer for great circle

Fault bucket 2225162030785260739, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0

Problem signature:
P1: TheGreatCircle.exe
P2: 1.0.7.0
P3: 10.0.26100.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:

Attached files:
/?/C:/Users/XXXXX/AppData/Local/Temp/RDRFCA0.tmp/empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.d647b177-d86a-4e9e-a3d6-03665bc9d561.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.d9752529-36c8-411a-a63d-0f5a65647683.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.32e67a26-1ede-4095-bec5-54864660a7d6.tmp.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.01a227a4-048f-466f-a4a9-1995af5859cd.tmp.xml

These files may be available here:
NULL

Analysis symbol:
Rechecking for solution: 0
Report Id: 918b753e-ae8d-4ef7-8a16-7fe56a82ff4f
Report Status: 268435456
Hashed bucket: 3ab8e1df63c94d0d9ee15d13dca46cc3
Cab Guid: 0
Sent this to Bethesda support in a ticket. Hopefully it's helpful.

There is another way to find how crash the game is.

When you locate to the local save folder (%user%\machine games\...\base\), you can find "qconsole.txt".

The file seems to record logs of the game engine.

Have a try for that.
Found qconsole but the text wasn't super helpful

[590] ==== Processing events ====
[590] Adding player: 6F6A3FD7554A0126|CLI|pokermaster2
[590] WARNING: Failed to bind entity 'script_artifacts_marker_objectivemarker_stone_stele_06' to tag info:_marker on entity 'script_into_the_fire_attachments_key_item_gizeh_stone_stele_06_deprecatedautostash'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_photo_ops_relic_photocamera_photopoint_goats_4' to tag info:mouth on entity 'script_village_ai_gameplay_animated_animals_goat_2'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_photo_ops_relic_photocamera_photopoint_goats_5' to tag info:mouth on entity 'script_village_ai_gameplay_animated_animals_goat_2'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_photo_ops_relic_photocamera_photopoint_goats_1' to tag info:mouth on entity 'script_village_ai_gameplay_animated_animals_goat_2'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_photo_ops_relic_photocamera_photopoint_goats_2' to tag info:mouth on entity 'script_village_ai_gameplay_animated_animals_goat_2'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_photo_ops_relic_photocamera_photopoint_goats_3' to tag info:mouth on entity 'script_village_ai_gameplay_animated_animals_goat_2'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_photo_ops_relic_photocamera_phototarget_goats' to tag info:mouth on entity 'script_village_ai_gameplay_animated_animals_goat_2'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_radiofrequencies_marker_objectivemarker_npc_gina_patch_obj2' to tag _info:marker on entity 'script_radiofrequencies_combine_radiofrequency_turnin'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_sunsparker_spreadphotos_combiner1-emitter' to tag torch:emitter on entity 'script_sunsparker_spreadphotos_combiner1'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_sunsparker_spreadphotos_combiner1-burnsource' to tag torch:burnSource on entity 'script_sunsparker_spreadphotos_combiner1'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: Failed to bind entity 'script_sunsparker_spreadphotos_combiner1-burnable' to tag torch:burnable on entity 'script_sunsparker_spreadphotos_combiner1'. Transform not found while loading RunJobPrepared:idBindRebindUpdatesJob
[590] WARNING: issue entity 'script_whipyank_crates_whipring_1592158906' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_whipyank_crates_whipring_1820934616' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_sanctuary_brazier_grip_usable_635612874' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_mastabas_tomb_func_static_33504' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_digsite_relic_whip_whippable_1_225329952' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_nazi_hq_ai_relic_whip_whippable_1_425741662' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_nazi_hq_ai_relic_whip_whippable_1_1703504823' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_nazi_camp_ai_relic_whip_whippable_1_212952957' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_whipyank_crates_whipring_935234617' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_whipyank_crates_whipring_1012226425' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'geo_nazi_camp_l_tent_whipring_2080082207' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] WARNING: issue entity 'script_nazi_hq_gameplay_generic_5' - entities with static physics shouldn't never be moved due to performance while loading RunJobPrepared:idTransformPropagate_PhysicsJob
[590] Reconciling achievement collect_notes_some, unlocking in game
[590] Reconciling achievement complete_ch0_peru, unlocking in game
[590] Reconciling achievement complete_ch1_marshall_college, unlocking in game
[590] Reconciling achievement complete_ch2_vatican, unlocking in game
[590] Reconciling achievement eat_aish_baladi, unlocking in game
[590] Reconciling achievement eat_cornetto, unlocking in game
[590] Reconciling achievement take_photo_ernesto, unlocking in game
[590] Reconciling achievement unlock_adventure_books_first, unlocking in game
[591] WARNING: large number of havok trigger events received (857), the gameplay setup needs to be optimized while loading RunJobPrepared:idVolume2ProcessTriggerEventsJob
[591] ---------- idRenderWorldLocal::SpecificationComplete ----------
[591] --------------------------------------
[591] Unknown command 'sys_dumpMemory'
[591] Map loaded in 1.44 seconds.
[591] 2025-05-21T21:32:40.177-05:00 LOG: Starting a match!
[591] AllocMapInstance took 1.4910 seconds.
[591] AllocMapInstance(game/relic/gizeh/gizeh/gizeh) took 1.547 s
[591] 1.5 total seconds for map load
[591] Spent 150.052ms waiting on streaming prefetch (completed).
[591] 2.3 seconds to load game/relic/gizeh/gizeh/gizeh
[591] idGameSystemLocal::SetState: State changing from idGameSystemLocal::GAME_STATE_LOADING to idGameSystemLocal::GAME_STATE_INGAME
[591] idLoadScreen::LevelLoadCompleted()
[591] ------------ Map change completed! ------------
Map Name: game/relic/gizeh/gizeh/gizeh

[591] Prefetch complete.
Total bytes read: 0.00MB
Total seeks: 0
Image
Total bytes read: 0.00MB
Total seeks: 0
<=1KB : 0
<=16KB : 0
<=128KB : 0
<=256KB : 0
<=512KB : 0
rest : 0
Geometry
Total bytes read: 0.00MB
Total seeks: 0
<=1KB : 0
<=16KB : 0
<=128KB : 0
<=256KB : 0
<=512KB : 0
rest : 0
Audio
Total bytes read: 0.00MB
Total seeks: 0
Geom cache
Total bytes read: 0.00MB
Total seeks: 0
Light probe
Total bytes read: 0.00MB
Total seeks: 0
Video
Total bytes read: 0.00MB
Total seeks: 0
[591] WARNING: SWF swf/common/base_screen_4k.swf: Material path is required but is unset on sprite m while executing logicscript:dynamic_widget(hud/systemic/element/swf_default_interaction) from RunJobPrepared:LogicUI Object Job
[598] Flushing device: game, resizeSwapChain: true, resizeViewDest: false, resizeImageNeedsFlush: false, deviceFlushRequired: false
[598] Render size: 1920x1080, Upsample Size: 3840x2160, Display Size: 3840x2160
[598] idVulkanMemoryAllocator::FreeEmptyBlocks: Freed 0.750 MiB
[997] WARNING: Resource deleted with staticResource set: _finalcolorhudless
[997] Exclusive full screen acquired
[1040] WARNING: Midnight: Unable break loop 'sip_loop' for instance of 'ev/gizeh/ga_approachkafour_ev' while loading RunJobPrepared:idMidnightManagerUpdateJobClient
[1051] WARNING: AI 'respawned_664_script_mastabas_ruins_ai_ai_enemies_guarddog_afrikakorps_guarddog_1' failed to start scripted action 'behavior/stand/lean_wall/var04' while loading RunJobPrepared:idAIScriptedActionUpdateJob
[1064] WARNING: Component 'idLogicSaveComponent' required heap allocation on entity 'script_sanctuary_script_logic_1' 2997, used 46711/32768 byte(s). while loading RunJobPrepared:SAVEGAME_JOB_NAME( idLogicSaveComponent )
[1064] WARNING: Component 'idLogicSaveComponent' required heap allocation on entity 'script_nazi_hq_script_logic_1' 3118, used 42639/32768 byte(s). while loading RunJobPrepared:SAVEGAME_JOB_NAME( idLogicSaveComponent )
[1064] WARNING: Component 'idLogicSaveComponent' required heap allocation on entity 'script_nawals_camp_script_logic_nawals_camp' 3142, used 41228/32768 byte(s). while loading RunJobPrepared:SAVEGAME_JOB_NAME( idLogicSaveComponent )
[1064] WARNING: Component 'idLogicSaveComponent' required heap allocation on entity 'script_logic_manager_map_info_1146719037' 3300, used 35337/32768 byte(s). while loading RunJobPrepared:SAVEGAME_JOB_NAME( idLogicSaveComponent )
[1064] WARNING: Component 'idLogicSaveComponent' required heap allocation on entity 'script_village_ai_script_logic_npc' 3311, used 67872/32768 byte(s). while loading RunJobPrepared:SAVEGAME_JOB_NAME( idLogicSaveComponent )
[1064] idPlayerProfile::Serialize - START
[1064] idPlayerProfileShell::InternalSerialize - START
[1064] idPlayerProfileShell::InternalSerialize - END
[1064] idPlayerProfile::Serialize - END
[1064] idPlayerProfile::SerializeCommon - START
[1064] idPlayerProfileShell::InternalSerializeCommon - START
[1064] idPlayerProfileShell::InternalSerializeCommon - END
[1064] idPlayerProfile::SerializeCommon - END
[1064] --------------SAVEGAME-----------
[1064] Game saved.
[1064] ----------END SAVEGAME-----------
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