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RNG-Zeppe1979's avatar
RNG-Zeppe1979
Seasoned Newcomer
1 month ago

[PC] Recurring DEVICE_HUNG — same crash hash {823c07cc} — RTX 3080

Subject: Recurring DXGI_ERROR_DEVICE_HUNG — GPU hang in DX12 submission path, identical failure hash across 5 crash dumps

System specs:

  • CPU: AMD Ryzen 7 5800X
  • GPU: NVIDIA GeForce RTX 3080 (drivers tested: 59649 and 61047 — crash occurs on both)
  • RAM: DDR4 3600 MHz, FCLK 1800 (1:1, verified stable)
  • OS: Windows 11 build 26100
  • Game versions affected: 1.0.426.51308 (Season 3) and 1.0.424.48767
  • Resolution: 2560x1440, DX12

Symptom: The game crashes mid-match with DXGI_ERROR_DEVICE_HUNG (0x887a0006). Typical pattern: stable for long sessions (20+ matches / 1-2 hours), then crashes. Never on launch. The most recent crash showed the engine's own watchdog message:

Hang Detected in waitForFrameFences. Timed out after 8000 ms. Waiting for SignalId: 384740. Last Signaled Fence Value: 384741. Unsignaled Fences: ("Graphics" stopped at 384739) File: D:\dev\TnT\Code\Packages\RenderCore2\RenderCore2\dev\source\platform\Dx12\SubmissionManagerDx12.cpp

Note the fence values: the Graphics queue stopped at 384739 while a later fence (384741) was already signaled — suggesting an async queue completed past the point where the graphics queue hung.

WinDbg analysis (5 dumps, June 5–10): All five Frostbite minidumps produce the identical failure hash: {823c07cc-a67a-e92f-3480-f4d74ce569af} — same as reported by other users in this forum (e.g. thread 13405488), on both NVIDIA and AMD GPUs.

Representative stack (latest dump):

KERNELBASE!RaiseException+0x8a bf6!ffxFsr2ResourceIsNull+0x22df201 bf6!ffxFsr2ResourceIsNull+0x22de389 bf6!ffxFsr2ResourceIsNull+0x23aa9a1 Engine_Render_Core2_PlatformPcDx12_retail!rc2DeviceInit+0x23e76 Engine_Render_Core2_PlatformPcDx12_retail!rc2DeviceInit+0x1433 Engine_Render_Core2_PlatformPcDx12_retail!rc2GetSystemServiceProvider+0x584 bf6!ffxFsr2ResourceIsNull+0x22dd6d1 [... worker thread frames ...]

Key observation: running ~*kc on the dump shows a live thread named "AMD FSR WaitableObject tracking Thread" inside amd_fidelityfx_framegeneration_dx12, even though:

  • GPU is NVIDIA (RTX 3080)
  • All upscaling disabled: GstRender.NvidiaUpscalingTechnique 0, GstRender.AMDIntelUpscalingTechnique 0, GstRender.FrameGeneration 0, GstRender.AMDFrameGenerationEnabled 0
  • Config files set to read-only to prevent overwrites

The FidelityFX module is loaded and active regardless of user settings, consistent with what other users have reported.

Troubleshooting already performed (no effect):

  • Clean driver reinstall via DDU (two different driver versions)
  • All upscaling/frame generation disabled via in-game settings and config files
  • Shader cache cleared
  • TDR registry values (TdrDelay) adjusted
  • DRAM stability verified (FCLK/UCLK/MCLK 1:1 at 1800 MHz)
  • Overlays disabled
  • Crash reproduces regardless

Attachments: latest .mdmp crash dump, WinDbg !analyze -v output, WinDbg ~*kc all-threads output, screenshot of the in-game error dialog.

This appears to be the same engine-level bug reported by multiple users across GPU vendors. Happy to provide additional dumps or run DRED-enabled captures if useful to the dev team.

1 Reply

  • sandy_idle's avatar
    sandy_idle
    Seasoned Newcomer
    1 month ago

    After nearly a month of troubleshooting my RX 7600, I discovered that undervolting the GPU to its base clock speed (since it came factory overclocked) temporarily resolved the issue. However, the error eventually returned despite the undervolt. A further search led me to an unexpected fix of simply switching the character company setting (e.g., NATO to PAX or vice versa)  and that did the trick permanently.

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