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Edit: Reverted to an older save from before it started, played about 30 minutes and had it happen again. It was around the three light towers both times if that's relevant.
The freezer does slow down spoil times. I just checked this myself. The time still ticks down, but 3 or 4 times slower.
Please follow above. That needs to be reported on the bug and feedback form
"EXCEPTION_ACCESS_VIOLATION 0X0000000000000000"
I was able to play the demo, before, with no issue.
I am also having this issue. It appears to be a UE4 crash.
PC Specs (also a laptop):
Windows 10 64-bit
Intel Core i7
Nvidia Quadro P5000
16 GB RAM
This is the full log with account id's obfuscated:
LoginId:*****
EpicAccountId:*****
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
ForeverSkies_Win64_Shipping!gameanalytics::device::GADevice::initDeviceManufacturer()
ForeverSkies_Win64_Shipping!gameanalytics::device::GADevice::getDeviceManufacturer()
ForeverSkies_Win64_Shipping!gameanalytics::state::GAState::getEventAnnotations()
ForeverSkies_Win64_Shipping!gameanalytics::events::GAEvents::addEventToStore()
ForeverSkies_Win64_Shipping!gameanalytics::events::GAEvents::addSessionStartEvent()
ForeverSkies_Win64_Shipping!gameanalytics::state::GAState::startNewSession()
ForeverSkies_Win64_Shipping!gameanalytics::state::GAState::internalInitialize()
ForeverSkies_Win64_Shipping!gameanalytics::StringVector::~StringVector()
ForeverSkies_Win64_Shipping!gameanalytics::threading::GAThreading::runBlocks()
ForeverSkies_Win64_Shipping!gameanalytics::threading::GAThreading::thread_routine()
ForeverSkies_Win64_Shipping!std::_Packaged_state<void __cdecl(void)>::_Call_immediate()
ForeverSkies_Win64_Shipping!std::_Func_impl<<lambda_e0b623a606acfd10554dbddbb0c1a7da>,std::allocator<int>,unsigned char>::_Do_call()
ForeverSkies_Win64_Shipping!Concurrency::task<unsigned char>::_InitialTaskHandle<void,<lambda_14755f60e91d66209e12455ffb26d703>,Concurrency::details::_TypeSelectorNoAsync>::_LogWorkItemAndInvokeUserLambda<std::function<unsigned char __cdecl(void)> >()
ForeverSkies_Win64_Shipping!Concurrency::task<unsigned char>::_InitialTaskHandle<void,<lambda_e1fd57ff22ff9fe895f3d145d542f3f7>,Concurrency::details::_TypeSelectorNoAsync>::_Perform()
ForeverSkies_Win64_Shipping!Concurrency::details::_PPLTaskHandle<unsigned char,Concurrency::task<unsigned char>::_InitialTaskHandle<void,<lambda_e1fd57ff22ff9fe895f3d145d542f3f7>,Concurrency::details::_TypeSelectorNoAsync>,Concurrency::details::_TaskProcHand()
ForeverSkies_Win64_Shipping!Concurrency::details::_TaskProcHandle::_RunChoreBridge()
ForeverSkies_Win64_Shipping!Concurrency::details::_DefaultPPLTaskScheduler::_PPLTaskChore::_Callback()
msvcp140
ntdll
ntdll
kernel32
ntdll
LoginId:bc5eb66e4872d5994878e084cddc0d1e
EpicAccountId:
LowLevelFatalError [File:Unknown] [Line: 684] hr failed at D:/Workspaces/dev_ue_integration/EngineSource/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:477 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
ForeverSkies_Win64_Shipping!FD3D12Adapter::CreatePlacedResource() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:477]
ForeverSkies_Win64_Shipping!FD3D12DefaultBufferPool::AllocDefaultResource() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp:1148]
ForeverSkies_Win64_Shipping!FD3D12DefaultBufferAllocator::AllocDefaultResource() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp:1255]
ForeverSkies_Win64_Shipping!FD3D12Adapter::AllocateBuffer() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:166]
ForeverSkies_Win64_Shipping!FD3D12LinkedAdapterObject<FD3D12Buffer>::CreateLinkedObjects<FD3D12VertexBuffer,<lambda_5af9bad78444ee5b63849136737b99ac>,<lambda_34cb70616f1052194533dec587b8c26f> >() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHICommon.h:174]
ForeverSkies_Win64_Shipping!FD3D12Adapter::CreateRHIBuffer<FD3D12VertexBuffer>() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:220]
ForeverSkies_Win64_Shipping!FD3D12RayTracingGeometry::BuildAccelerationStructure() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:2639]
ForeverSkies_Win64_Shipping!FD3D12CommandContext::RHIBuildAccelerationStructures() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:3260]
ForeverSkies_Win64_Shipping!FRHICommandBuildAccelerationStructures::Execute() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:560]
ForeverSkies_Win64_Shipping!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:367]
ForeverSkies_Win64_Shipping!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
ForeverSkies_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
ForeverSkies_Win64_Shipping!FRHIThread::Run() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:320]
ForeverSkies_Win64_Shipping!FRunnableThreadWin::Run() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]