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D3DERR_DEVICELOST / -1073741819
D3D is Directx, duh!
Hi,
no, it absolutely is not. Happens with NVIDIA cards as well. I suspect a relation to multimonitor-setup, even if running the game on just one while disabling the other ones via WIN+P, *or* as mentioned above a loss of focus issue.
In any case, I have found a possible fix, so even though this is late I will leave the response here, in case someone else is fighting with these types of issues:
A proposition found on the modding forums is running GTA V in borderless window mode. If "Reset failed with D3DERR_DEVICELOST." is encountered this can be attempted. In my case I had to do that, the crashes I had *ALWAYS* followed this error.
Cheers.
1) First and foremost - the game cannot handle a huge amount of large textures and/or models. Apparently the engine is not meant for that. So if you encounter a lot of these crashes, all while using car mods - try removing the large ones. I know it sucks, but you can replace all or almost all vehicles with ones around 8-15 MB each (less for bikes). A user on a modforum mentioned, they limited large vehicles to spawn only once at a time, if they REALLY wanted to keep a large vehicle, however I am not sure how much that helps. You certainly don't need multiple copies of the texture to use as lookup when adding the car to the carpool and spawning it multiple times, but I am not sure if that goes for the meshes too, with damage being applied etc. Long story short - stay away from large cars. Up to 15MB/car is what your fleet should look like.
2) Replacing the tailgater. I tested 6 vehicles for the tailgaiter and even when it works it doesn't work. Currently I got it working with an Audi A6 (my largest car as of now), however you may NOT MOD IT at all. Not sure yet if this goes for modded stats. I know it SHOULDN'T, but I haven't tested that yet. If you don't need to replace it - leave it be, otherwise test it properly and absolutely no optical modding, even if it looks okay.
3) A good testing environment is the mission "Franklin and Lamar" I found. It is the second one, right after the Prologue. After the talk to the doctor, see if your game can pass the entire intro, especially the one showing the amusement park. The game loads a lot of assets there at once, so if you have faulty cars or too large one - you will likely suffer a crash there.
4) If you suspect a vehicle to be at fault for your crashes - divide and conquer. Backup x64e for example and test the game with this folder being vanilla while the other ones are still modded. Once you have found the large container where the faulty vehicle is contained you can go about it however you deem fastest, either keep dividing or work in chucks of N cars.
5) That brings me to a VERY important point: The game keeps some assets in memory! Meaning that if you find the faulty car, replace it and suffer a crash all the same it may be, because the game attempted to load the older assets FROM MEMORY! So to be sure - restart again! To be absolutely sure reboot your machine.
For example say you DEFINITELY found the faulty file. You used d'n'q and arrived at the EXACT car that will crash your stuff. You get it out and crash all the same. TRY AGAIN. It may have remained in the memory! From my experience: I used a tailgater replace once, that was crashing my game. Tracked everything down to that very car. Removed it, used vanilla. Crashed all the same in the mission I described. Rebootet PC, tried 4 times, no crashes. I cannot say WHEN the game keeps things in memory after quitting and which things are not left in memory (depends on how they store things), but depending on your setup it DEFINITELY stores SOME things in memory. Keep an eye on that.
6) D3DERR_DEVICELOST is no error at all. This is the conclusion I draw from investigating it. All it says is that the device is no longer focussed on the game, which happens when you quit. Confusing is the order of logs. Somehow this is printed first, which may have internal reasons (due to how messages are collected, due to priority of error messages etc), but it's just a regular thing WHEN THE GAME QUITS. If you get that and your game does not quit, then the borderless window mode is probably a thing for you, because then losing focus actually becomes a problem. Otherwise don't worry about it.
7) 000000fd / 00000005 / clr.dll / GTAV.exe crash <--- all of these from the event viewer and the error log DO NOT TELL YOU ♥♥♥♥. Can be faulty file, can be you ran our of memory, can be a broken vehicle, can be something else. Forget these messages, they are of no info to you AT ALL. Some people say 00000005 indicates a memory related crash - yeah but a) no one knows that, b) memory related can be A LOT of things. Just ignore these messages. The clr.dll error doesn't mean your .NET Framework is broken, it just means the error was caught there, but that information is useless to you. I had these errors due to faulty cars, due to a too large carpool and due to bad .meta files. It CAN be purely memory related, as the pool-error clearly is, but it doesn't have to.
8) Speaking of which - files such as a faulty dispatch.meta can cause crashes intermittently. Usually when I test I only change ONE variable and then test A LOT. This way I discovered an edit that I did to a dispatch.meta to cause a crash in SOME situations. I had changed dispatch at 3 stars and it crashed only there, but not always and not immediately when you got there. Maybe it was a vehicle spawn, maybe a specific vehicle/ped configuration. Long story short - faulty .meta files can definitely cause crashes and will be by far the hardest to find. If this is what you strongly suspect I fear reinstall, clean remod may be the only option. I know how much it sucks, but given that a change may cause crashes RARELY but not always.. a culprit may be very hard to identify. The only reason I suspected the .meta in question was because I recently edited it. Otherwise there is no chance of tracing that, at least I am not aware of one.
9) Testing. If you saved your game, load it the next day or so and experience a crash shortly after starting and loading it - USE THAT OPPORTUNITY! Your crash MIGHT be reproducible! If so, load again, see if you do about the same things and see if you crash. If it is due to faulty vehicles or too large car pool chances are you may find the error again. In my case I had such an opportunity and discovered the first faulty tailgater. Another such opportunity led me to a reproducible crash at the main police station, with the police version of the Chevrolet Caprice from the 90's (non ELS). Apparently spawning that at police stations caused me to crash (not always, but when it did it could be reproduced), even though I cannot say if it was due to an overly large carpool or due to the car being faulty itself.
10) Speaking of cars. Stay the eff away from both 2018 Audi A8! I know I know, I love them too. I wanted to make them work in my game so, SO badly. But there is just no way. One car is giant (70 or 80MB?) and will screw over your pool, leading to the engine collapsing. I could spawn and drive it normally with any trainer, still experiences intermittent crashes. The other one is somewhat smaller, but it has bugs. You can see them if the car explodes or sometimes when it takes damage. The car model will duplicate.
11) A transition to another thing. If you see cars duplicating their geometry (i.e. spawn a second version of themselves within themselves or close to themselves) upon exploding or taking damage - get rid of those vehicles.
12) If you use car mods as replacers - remember to install a no-tuning-on-ped-cars-mod, otherwise crashes are likely.
13) Many of these tips are applicable to REPLACE, but not applicable to ADDON cars. Simply because ADDON generally doesn't spawn the car in traffic, hence doesn't add it to the carpool, doesn't spawn in peds (so things like carvariations.meta may not come into play) etc. Also a vehicle working when manually spawning it doesn't mean it works as a replacer properly when it spawns in traffic. Case in point, I had a highway patrol police car by POLICESCO that I swapped in for the police bike, which is a bit tricky. Spawned fine when using a trainer, crashed the game if spawned via dispatch. Required me to meddle with carvariations first. Long story short, spawning as a replacer in traffic is not the same as spawning manually in terms of error range.
Hopefully this helps some of you out there, who are stuck debugging this modding-unfriendly, yet awesome piece of gorgeous garbage. Good luck!