Forum Discussion
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.
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.