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 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.