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jpbou's avatar
jpbou
Rising Traveler
2 years ago
Solved

NHL25 crashes all the time in game

NHL crashes all the time, when playing. It either shuts down and go to the xbox menu or the xbox shuts completely.

I cleared all the cache, multiple times and even did a factory reset. It crashes about one game out of two. Unplayable.

  • Hello, everyone. We still have not been able to reproduce this issue. Unfortunately, that means we're not able to address it with a proper fix. So far, we've had 2 reports that using an external fan is helping. While this issue is not officially resolved, I am going to accept this as a solution only for visibility purposes so that others don't have to dig through this thread for the latest update.

    ***SOLUTION ACCEPTED FOR VISIBILITY PURPOSES ONLY. ISSUE IS NOT RESOLVED***

    For now, the only workaround there has been success with is using an external fan to cool down your console.

193 Replies

  • Dysfunkt's avatar
    Dysfunkt
    Seasoned Novice
    3 months ago

    Sorry, I meant Cat6.  It's fancy and new.  And if the problem is still happening on 26 as other replies to me have said then it's still an issue.  Come to think of it, I wouldn't be surprised if the way that Bethesda solved it was expecting people to experience a bit more lag when entering/exiting spaces (when clearing the viewbox and opening a new one) so it didn't have to run in the background while it thought that duplicate models were still being used.  The cloud gaming one does eventually start to stutter more and more as well if played over several hours.  Maybe those cutscenes we can't skip could hide the garbage collector

  • Dysfunkt's avatar
    Dysfunkt
    Seasoned Novice
    3 months ago

    TL;DR: I'm pretty sure I've isolated at least part of the problem in the sense that with cloud gaming it becomes visible because it uses multple GPUs as well as hard drives so the problem persists past the first cloning.  Clearing the screen (running the garbage collector) temporarily fixes the problem on cloud, but if the installed version has to render it all on it's own it'll fail.

    Yeah after comparing the issue with the shaders on cloud gaming 25 to the installed trial for 26 I'd bet money that when the shaders start to layer on cloud gaming that's when it'll crash if it's only running on one machine.  25Cloud also starts to noticabley chug after enough of the models get layered that the shadows either make them all black from one side of the light, then the layered reflections make them super bright on the other.  The models themselves all look exactly the same so just mapping the textures means the models themselves don't change colour, but the shadows aren't in a file, they're calculated so when the model gets duplicated only the shadows and reflections do too.

    Also I found an almost solution for the cloud gaming version which I think means my hypothesis about the garbage collector was right.  If you change from one view to another (I use overhead and zone) then it seems to run the garbage collector on all those models making it playable again.  Unfortunately this doesn't work for an installed copy that's already crashed by trying to render twice the number of actors it was meant to, and also doesn't solve the issue with some form of memory leak still being there, but I'm pretty sure it at least demonstrates that multiples of models end up being rendered on top of each other and that's the issue.

    I also doubt that this part has anything to do with it, but there's also a minor bug in the cuts between plays where it shows the scores, but only during the playoffs and only after having simmed at least one game.  Luckily it doesn't affect any of the objectives when the top player erroneously shows hundreds of hits and/or goals in the leaderboards between plays, but that number is coming from somewhere and I would guess that it's a call to the memory location (or up to the first 3 digits of it converted to decimal) rather than the value itself, but the list can't be drawn directly from the score table or else it wouldn't keep displaying the wrong info for the same character repeatedly.  Maybe the error causing the game to restart drawing the models gets thrown when the trigger that updates that list is activated... but I'd agree that those are more likely separate issues since it doesn't happen during season play, but it does crash.

  • Dysfunkt's avatar
    Dysfunkt
    Seasoned Novice
    3 months ago

    TL;DR: I'm pretty sure I've isolated at least part of the problem in the sense that with cloud gaming it becomes visible because it uses multple GPUs as well as hard drives so the problem persists past the first cloning.  Clearing the screen (running the garbage collector) temporarily fixes the problem on cloud, but if the installed version has to render it all on it's own it'll fail. (the last paragraph is probably unrelated)

    Yeah after comparing the issue with the shaders on cloud gaming 25 to the installed trial for 26 I'd bet money that the shaders start to layer the models on cloud gaming which is when it'll crash if it's only running on one machine.  25Cloud also starts to noticeabley chug after enough of the models get layered that the shadows either make all the skins dark and muddy from one side of the light, then the layered reflections make them super bright on the other.  The models themselves all look exactly the same so just mapping the textures means the models themselves don't change colour, but the shadows aren't in a file, they're calculated so when the model gets duplicated only the shadows and reflections get layered making one side darker and one side lighter.

    Also I found an almost solution for the cloud gaming version.  If you change from one view to another (I use overhead and zone) then it seems to run the garbage collector on all those cloned models making it chug less and the skaters display properly.  Unfortunately this doesn't work for an installed copy that's already crashed by trying to render twice the number of actors it was meant to, and also doesn't solve the issue with some form of memory leak still being there, but I'm pretty sure it at least demonstrates that multiples of models end up being rendered on top of each other and that's the issue.

    I also doubt that this part has anything to do with it, but there's also a minor bug in the cuts between plays where it shows the scores, but only during the playoffs and only after having simmed at least one game.  Luckily it doesn't affect any of the objectives when the top player erroneously shows hundreds of hits and/or goals in the leaderboards between plays, but that number is coming from somewhere and I would guess that it's a call to the memory location (or up to the first 3 digits of it converted to decimal) rather than the value itself, but the list can't be drawn directly from the score table or else it wouldn't keep displaying the wrong info for the same character repeatedly.  Maybe the error causing the game to restart drawing the models gets thrown when the trigger that updates that list is activated... but I'd agree that those are more likely separate issues since it doesn't happen during season play, but it does crash.

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