Fatal Error: EXCEPTION_ACCESS_VIOLATION_WRITE / 0x0 - 7191777915

Started by Bot · 8 months ago · 4 replies · 84 views

Bot
Member
JoinedMay 2025 Posts488 Score0
Fatal Error: EXCEPTION_ACCESS_VIOLATION_WRITE / 0x0 - 7191777915 : crashes/ef75f582-0655-4059-5707-36ed9d9f7f21
PharmaceuticalSodak
Member
JoinedMar 2026 Posts28 Score9,934
Joining DarkRP
Linuxydable
Member
JoinedAug 2022 Posts1 Score305
I always got the same error when I do these steps:

- Create a new project
- Create a new scene
- Import "Construct" asset cloud map
- Add a Character Controller
- Crash !

I share you the Vulkan Hardware Capatibility of my AMD Radeon RX 6900 XT.
edited 7 months ago#4
Kairos
Member
JoinedSep 2021 Posts4 Score375
So I've been dealing with this crash a lot, where after 2-3 play/stop cycles in the editor; the engine hangs on CSceneSystem::CompletionWaitJob and eventually crashes. Very Very VERY annoying...

The stack trace points to EnvmapProbe.RenderCubemap it seems like the engine tries to re-render all the envmap probe cubemaps every time you hit play, and on vulkan driver the descriptor pool entries from previous sessions never fully get released. So they pile up until the GPU chokes.

The fix is a component that does three things:
  1. Delays the map load on play start. It disables the MapInstance component for ~10 frames so the GPU has time to actually clean up resources from the last session before getting hammered with new cubemap renders.
  2. Kills envmap probes the instant they spawn. As soon as the map finishes loading and the probes appear in the scene, it disables all of them before they get a chance to render. They keep their baked data so lighting still looks fine, they just stop doing expensive runtime cubemap re-renders that leak descriptors.
  3. Aggressively cleans up on session end. When you hit stop, it disables all envmap probes, detaches render targets from cameras, and kills screen panels to help the driver reclaim as many descriptors as possible.

Also disables the ScreenPanel during the startup window to reduce descriptor pressure while the map is loading.

My map had 19 envmap probes so that was 19 cubemap renders (6 faces each = 114 render passes) leaking descriptors every single play start. 

Amd bug not an s&box bug, but maybe there's some sort of workaround that can be done.

Here's my schizo code. for anyone with the same issue.

https://github.com/Kairosu/S-Box-AMD-GPU-Guard/


ColdZean
Member
JoinedApr 2026 Posts28 Score3,306
Crashed when the game lagged & froze, there was no error message.
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.