Sorry, your game crashed. We've got your crash report below which has been automatically reported to us.
If you can repeat this crash or know what led to it, please report it here.
rendersystemvulkan
CRenderThreadVulkan::GPUCrash renderthreadvulkan.cpp:1749
rendersystemvulkan
CRenderThreadVulkan::ExecuteQueuedCommandBuffers renderthreadvulkan.cpp:1978
rendersystemvulkan
CRenderThreadVulkan::PresentInternal renderthreadvulkan.cpp:1288
rendersystemvulkan
CRenderThreadVulkan::Execute renderthreadvulkan.cpp:812
rendersystemvulkan
RT_ExecuteCommandList renderthreadvulkan.cpp:973
rendersystemvulkan
CRenderThreadBase::Dispatch renderthreadbase.cpp:309
rendersystemvulkan
CRenderThreadBase::Run renderthreadbase.cpp:401
rendersystemvulkan
RunVKThread renderdevicevulkan.cpp:97
tier0
ThreadProcWrapped threadtools.cpp:541
tier0
ThreadProcConvert threadtools.cpp:593
KERNEL32
BaseThreadInitThunk :
ntdll
RtlUserThreadStart :
It'd be helpful if you could describe what happened when you got this crash. Other users with the same crash will be able to discuss this too. This will help us diagnose and solve this problem.
2026/10/02 22:04:51.3173 [engine/Engine] CSwapChainBase::QueuePresentAndWait() looped for 21 iterations without a present event.
2026/10/02 22:04:51.3588 [engine/RenderSystem] FrameSync: GPU fence wait exceeded 250ms, idling the queue
2026/10/02 22:04:51.5443 [engine/Engine] CSwapChainBase::QueuePresentAndWait() looped for 22 iterations without a present event.
2026/10/02 22:04:53.5944 [engine/RenderSystem] Wrote NVIDIA Aftermath GPU Crash Dump to D:\SteamLibrary\steamapps\common\sbox\aftermath_dumps\core_0.nv-gpudmp
2026/10/02 22:04:53.6514 [engine/RenderSystem] Wrote NVIDIA Aftermath GPU Crash Dump JSON to D:\SteamLibrary\steamapps\common\sbox\aftermath_dumps\core_0.nv-gpudmp.json
2026/10/02 22:04:53.6514 [engine/RenderSystem] ERROR! VK call failed! result = VK_ERROR_DEVICE_LOST (-4) ( vkQueueWaitIdle( VulkanQueue() ) )
2026/10/02 22:04:53.6514 [engine/RenderSystem] FrameSync() failed waiting for 1 fences after 2.543945 seconds, error = VK_ERROR_DEVICE_LOST (-4)
2026/10/02 22:04:53.6514 [engine/RenderSystem] ERROR! VK call failed! result = VK_ERROR_DEVICE_LOST (-4) ( vkQueueSubmit2( pQueue, 1, &submitInfo, pFence->Get() ) )
2026/10/02 22:04:53.6514 [engine/RenderSystem] CONCLUSION: the GPU faulted on a memory address (see above). If no resource is named for it,
2026/10/02 22:04:53.6514 [engine/RenderSystem] relaunch with -gpu_diagnostics so address binding can attribute it.
2026/10/02 22:04:53.6514 [engine/RenderSystem] GPU CRASH DIAGNOSTICS:
2026/10/02 22:04:53.6514 [engine/RenderSystem] Failing call: vkQueueSubmit2( pQueue, 1, &submitInfo, pFence->Get() ) -> VK_ERROR_DEVICE_LOST (-4)
2026/10/02 22:04:53.6514 [engine/RenderSystem] Frame: 106243, queue: graphics
2026/10/02 22:04:53.6514 [engine/RenderSystem] Adapter: NVIDIA GeForce RTX 4070 SUPER (vendor 0x10DE device 0x2783)
2026/10/02 22:04:53.6514 [engine/RenderSystem] Driver: NVIDIA 616.92 (raw 0x9A170000), Vulkan 1.4.351
2026/10/02 22:04:53.6514 [engine/RenderSystem] Memory heap 0 (device local): 2416 MiB used of 11231 MiB budget, 11999 MiB heap size
2026/10/02 22:04:53.6514 [engine/RenderSystem] Memory heap 1 (host): 177 MiB used of 15572 MiB budget, 16340 MiB heap size
2026/10/02 22:04:53.6514 [engine/RenderSystem] Memory heap 2 (device local): 16 MiB used of 198 MiB budget, 214 MiB heap size
2026/10/02 22:04:53.6514 [engine/RenderSystem] Diagnostics: device_fault=yes breadcrumbs=no address_binding=no nv_checkpoints=no
2026/10/02 22:04:53.6514 [engine/RenderSystem] [device_faults] (2 addresses, 0 vendor infos)
2026/10/02 22:04:53.6514 [engine/RenderSystem] Address: 0x0000000F002D3C40 (range 0x0000000F002D3C40 - 0x0000000F002D3C4F, precision 0x10) : VK_DEVICE_FAULT_ADDRESS_TYPE_INSTRUCTION_POINTER_FAULT_EXT
2026/10/02 22:04:53.6514 [engine/RenderSystem] no address attribution: VK_EXT_device_address_binding_report not enabled
2026/10/02 22:04:53.6514 [engine/RenderSystem] Address: 0x00000010A9925000 (range 0x00000010A9925000 - 0x00000010A9925FFF, precision 0x1000) : VK_DEVICE_FAULT_ADDRESS_TYPE_READ_INVALID_EXT
2026/10/02 22:04:53.6514 [engine/RenderSystem] no address attribution: VK_EXT_device_address_binding_report not enabled
2026/10/02 22:04:53.6514 [engine/RenderSystem] Vendor binary: 1938396 bytes written to D:\SteamLibrary\steamapps\common\sbox\gpu_crash_dumps\device_fault_0.bin
2026/10/02 22:04:53.6514 [engine/RenderSystem] CONCLUSION: the GPU faulted on a memory address (see above). If no resource is named for it,
2026/10/02 22:04:53.6514 [engine/RenderSystem] relaunch with -gpu_diagnostics so address binding can attribute it.
2026/10/02 22:04:53.8935 [engine/Engine] CSwapChainBase::QueuePresentAndWait() looped for 23 iterations without a present event.
core_0.nv-gpudmp.JSON
[
{
"Base info": {
"Application name": "sbox.exe",
"Dump date": "Fri Oct 02 22:04:53 2026",
"Graphics API": "Vulkan",
"PID": 30712
}
},
{
"Display driver info": {
"Version": "616.92"
}
},
{
"OS info": {
"Build number": 26100,
"Service pack major version": 0,
"Service pack minor version": 0,
"Windows major version": 10,
"Windows minor version": 0,
"Windows product type": 1
}
},
{
"GPU info": {
"Adapter LUID": 43817,
"Adapter name": "AD104-A"
}
},
{
"Page fault info": {
"Access Type": "Read",
"Client": "Graphics Processing Cluster",
"Engine": "Graphics",
"Fault Type": "Failed to translate the virtual address.",
"GPU virtual address": 71564414976
}
},
{
"Device info": {
"Adapter reset occurred": false,
"Device state": "Error_DMA_PageFault",
"Engine reset occurred": true
}
},
{
"Shader infos": {
"Info": {
"Shader hash": 7518473093209836524,
"Shader name": "fragment_02 [shaders_morph_composite.shader_ps]",
"Shader size": 1024,
"Shader type": "Fragment"
}
}
},
{
"ApplicationName": "core"
},
{
"ApplicationVersion": "2"
},
{
"Active Warps": [
{
"GPU PC Address": "fragment_02 [shaders_morph_composite.shader_ps] @ 0x000001c0",
"Shader mapping": null,
"Warp count": 55
}
]
},
{
"Faulted Warps": [
{
"Fault Description": "A shader instruction caused an MMU fault when accessing memory.\nThis can be caused by shader bugs and binding setup issues, or possibly by a shader compiler bug or shader microcode corruption.",
"Fault Name": "MMU Fault Error",
"Shader GPU PC Address": "fragment_02 [shaders_morph_composite.shader_ps] @ 0x000000c0",
"Shader mapping": null
}
]
},
{
"Fingerprint": {
"Hash": 17074042063682742650,
"Quality": 20
}
}
]