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DieFatty
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4 hours ago

DXGI_ERROR_DEVICE_HUNG on match load - Intel Arc 130T, Core Ultra 5 225H

EA SPORTS FC 27 (DX12, Steam) crashes on match load with DXGI_ERROR_DEVICE_HUNG.

System: Intel Core Ultra 5 225H (Arrow Lake-H, Series 2), Intel Arc 130T integrated graphics (16GB shared), 32GB RAM, driver 32.0.101.9034 (latest), Windows 11 build 26200, game v1.0.4.

Symptom: Main menu works fine. When loading a match, as high-fidelity player faces/assets are loaded, the game goes black and freezes, then crashes with DXGI_ERROR_DEVICE_HUNG. Call sites vary: CreateCommittedResource / CreatePlacedResource / resource->Map in RenderCore2 Dx12.

100% reproducible: Real Madrid vs Barcelona always crash; matches between smaller clubs (no scanned faces) play normally; even "simulate match" in tournament mode freezes. Changing stadium does not help.

Already tried: latest driver, -dx11, lowest settings, render scale 0.5, HAGS off, MPO disabled, fullscreen/windowed, larger page file, file verification, clean shader cache, clean boot.

Key point: FC26 and other games (Diablo) run perfectly on the same machine; FurMark 10-minute stress test is stable, so hardware/thermal/VRAM are ruled out. Intel already lists this as a known issue in the driver release notes: "EA SPORTS FC 27 (DX12) may experience an application crash on certain Series 2 platforms."

This is a modern Arc 130T GPU, not a below-spec system. Please escalate and fix this in an upcoming game/driver patch. The game is currently unplayable on Series 2 iGPUs.

3 Replies

  • UPDATE (all testing on DX12): I've narrowed the trigger to the loading of the HOME team's high-fidelity player assets.

    - Home = minor team (generic faces), Away = Real Madrid -> works fine
    - Home = Real Madrid, Away = minor team -> crashes within ~1 second of clicking start; I cannot even reach the cutscene/locker-room
    - When a minor team is home, the locker-room cutscene plays normally (generic player models) and can be skipped, then the match works.

    The crash call sites are all resource-creation/upload functions: CreateCommittedResource (ResourceBuilderDx12), CreatePlacedResource (ResourceUploadHeapDx12), and resource->Map. This suggests the hang happens very early, while creating GPU resources and uploading the home team's high-resolution scanned-face textures / compiling their shaders. The away team's high-fidelity assets appear to use a lighter or deferred path, which is why the same club away does not crash.

    Please look into the home-team high-detail face/kit resource creation and shader compilation on Intel Series 2 iGPUs. Thank you.

  • UPDATE 2 (DX12): Further tests narrow it specifically to Real Madrid as the HOME team.

    - Home = Barcelona, Away = Real Madrid -> cutscene plays, match works fine
    - Home = PSG, Away = Real Madrid -> cutscene plays, match works fine
    - Home = Real Madrid (against any away team) -> crashes within ~1 second

    So the hang is NOT simply "a big club as home": Barcelona and PSG as home (with Real Madrid away) both work. The crash is specifically tied to an asset or shader that only loads when Real Madrid is the HOME team (e.g. the Madrid home kit/material, a specific scanned player face, or a Madrid-specific home entrance element). I had already changed the stadium, so it is not stadium-related.

    Please investigate Real Madrid's home-specific assets on Intel Series 2 iGPUs. Thank you.

  • UPDATE 3 (DX12) - Completed a full reproduction matrix. The crash is consistently tied to loading high-fidelity scanned player faces/models, NOT to mode-wide assets.

    Kickoff mode:
    - Home = minor club, Away = Real Madrid -> works
    - Home = Barcelona, Away = Real Madrid -> works
    - Home = PSG, Away = Real Madrid -> works
    - Home = Real Madrid, Away = any -> crashes (~1 sec)

    Champions League mode:
    - User controls Club Brugge (minor club) -> fan march cutscene plays, match works
    - User controls Barcelona (big club) -> fan march cutscene plays, but after skipping into the 3D match it crashes

    Key deduction: Club Brugge in the Champions League ALSO uses the CL star badge, the star CL match ball, CL stadium decorations and the fan march, yet it works - so those CL-specific assets are NOT the trigger. The difference is that big clubs have high-fidelity scanned player faces that get loaded in the 3D match; Club Brugge does not.

    Cutscenes (including the CL fan march) always work; the hang only happens once the 3D match creates the high-detail face resources. Every call site is CreateCommittedResource / CreatePlacedResource / resource->Map (resource creation/upload).

    Root cause: on Intel Series 2 iGPUs, creating D3D12 resources and compiling shaders for the high-fidelity scanned star-player faces hangs the GPU. Whether it triggers depends on the rendering detail the mode assigns to a team. Many current Intel laptops are affected - please prioritize a fix. Thank you.