Horizon: Zero Dawn

Uh I am hitting 5GB right now during Shader Optimization. They didn’t fix that actually. I made sure it was the one from official game build. Not the other one I used on occasion. So out of memory is still highly possible. This is at 37% and its climbing still. Did notice my CPU being hammered at 90% from this game exe alone. This is literally only during the Shader optimization part. Though this game loves CPU and using just as much as possible. lol.

In my case the game likes to hit 16GB in memory from Shader Optimization when reaches 100% lol. Quite lovely and good thing I have 32GB of memory lol.

At 63% I am already up to 9GB in use.

Yup well close to 16GB but only reached 14GB by 100% during shader optimization. Gotta exit game before playing it otherwise it will cause issues.

The 94C on my CPU is due to heavy benchmarking. I found a semi safe spot for my OC. lol. Tweaked not only turbo ratio but cpu ring as well. The Uncore clock speed so’s to speak. Only hit that for a split second. Got my bios setup to instantly drop clock if it gets too heavy.

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I’ve always had this sound-suddenly-disappear-for-a-second with this game.
And today, I just noticed that there are many Music streaming stopped due to starvation! lines in my game_output.log (6.6 KB).
What could be the cause of this? Is it hardware issue? Like, not enough memory? or not good enough CPU?

Starvation refers to thread execution time.

In other words, there were too many other threads at higher priority (or sometimes incorrectly coded lower priority threads) hogging the CPU and the audio thread didn’t get enough to continue playing its audio uninterrupted.

That is curious, and I do know a few other people were reporting audio that started cracking and popping, which is caused by essentially the same thing. Audio threads are assigned extremely high thread priority for a reason, and it is rare that software is able to starve those threads without a serious defect or a seriously underpowered CPU installed.


Special K’s Thread Widget ( Widgets | Threads ) may shed some light on whatever’s going on under the hood on your ystem.

I don’t know how to view thread widget info without using UI. Is there something I could change in ini file to make those information output in log file?

Oops, my brain’s fried tonight :stuck_out_tongue: I forgot which game this was, lol.

One of these days I’ll get D3D12 support working. For now … no, I have no idea how to measure that stuff.

Patch 1.04 was just released, with even more crash fixes! It also brings with it some general CPU performance improvements and fixes colour banding issues in HDR mode! Maybe they stopped using an 8-bit swapchain? :smiley:

Patch Notes

Crash Fixes:
* Fixed a crash that could occur when users would create a new game and their save game slots were full
* Fixed a startup crash related to temp folder
* Fixed an AI crash that could occur during combat
* Fixed an AI crash in the EventMessageHandler
* Fixed a crash related to WorldData sampling (the callstack would end in WorldMapData::SampleAtPixel)
* Fixed a crash when users would instantly back out when changing sliders in the Settings menu
* Fixed a crash that would occur when having the “Greetings” option open in photo mode and then exiting
* Potential fix for memory corruption in AI routines which could lead to crashes
* Potential fix for a GPU hang caused by a threading issue
* Fixed a mismatch that would occur on Shader Model 6.0 and 6.1 hardware which could lead to a crash


Performance improvements:
* General improvement to CPU performance (depending on CPU/GPU speeds, this can result in a 1-10% performance improvement)
* Improved performance of camera cuts in cinematics and conversations


Other Improvements:
* HDR – Fixed colour banding issues in HDR mode
* Mouse Controls – Fixed an issue where mouse sensitivity was incorrect when framerate wasn’t constant
* Aiming – Fixed an issue where Aloy was unable to shoot while being able to do a critical attack near a machine
* Cutscenes – Fixed an issue where geometry and textures would pop in after camera cuts
* Adaptive Performance – Fixed an issue where lighting glitches would occur when turning on Adaptive Performance
* Volumetrics – Fixed an issue which could cause blinking artifacts in volumetric effects, like fog
* Reverb – Fixed several issues where excessive reverb was noticeable in specific quests
* Visibility – Fixed an issue which could sometimes cause geometry to briefly disappear after streaming

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It’s honestly getting a bit ridiculous in how seemingly crash prone the game is. Not in terms of the number of crashes per se, but the number of underlying causes for those crashes.

There’s usually one or two major types of crashes in crash-prone games, but here it’s like the whole foundation is one large crash-prone jury rigged sand castle.

Glad to see them continuing to work them out though.

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There’s a lot of memory and D3D12 validation type issues from what it’s looking like, probably a lot of post-launch testing and code fixes solving these a bit with every update released and general fixes or improvements. :slight_smile:

EDIT: Some CPU and threading problems too and probably more in there, wonder how this got ported.
Hmm wonder if Guerilla will be doing future ports in house too after this.
(And then there’s Sony in general what with the back and forth rumors for Bloodborn and God of War.)

This is weird that my game wasn’t crash prone at all lol. Maybe it has to do with certain type of processors with too many cores and Nvidia GPU’s? Though I am curious what they did to fix HDR banding. Wonder if it will look decent on AMD hardware. Considering it seems HDR is still a known issue.

Volumetrics – Fixed an issue which could cause blinking artifacts in volumetric effects, like fog

This is significant as this was very common in my game. Gonna see if they fixed it lol. Though requires some areas to look at. I think it was only in intro part and some other area that this bug persisted for me.

Edit2:
So how big are these patches? I am getting a 0 bytes patch on download… It seems my exe is definitely getting updated. Are they just simply updating the exe?

Edit3:
I am wondering if its due to Crash_Handler.exe in the games folder b/c I usually end up end tasking that exe everytime I boot up the game. B/c overtime I noticed the game became very laggy and almost crashed a few times when its running in the background. Hence why I didn’t crash as much.

Edit4:
Okay finally tested ingame and I noticed massive increase in stuttering. And I got game locked at 30 fps. Not cool. Maybe I need to redo the shader optimization.?

The game Northgard has a interesting update method that shows as “unpacking” instead of downloading and the result is almost always a 0 KB download in the history from the Steam client, not exactly sure what it’s doing but it could be something like that as to the file size reported even when it’s replacing game files that are far larger.

What is weird is it takes seconds for my game to update. And the only file so far that gets updated seems to be the exe for me. Where do you check the logs to see what happened with update?

It’s likely that AMD users crash less often than Nvidia. Erebus also reported that he haven’t crashed at all while playing the game.

There should be a major NVIDIA driver within a week at least (16th to 18th I’d guess.) owing to the release of the 3000 series so a jump to 453+ .xx driver branch and a good number of fixes bundled into the new features and general additions like the new version of GeForce Experience and also developer oriented updates to the various SDK’s and such but yeah the regular drivers might include fixes for this too. :slight_smile:

AMD should also get some 20.9.1 driver out at some point in September but since it’s D3D12 chances are the developers themselves have to track down and fix the main cause of these instabilities.

EDIT: And yeah not sure on the update system, never been able to quite puzzle together how Northgard worked if it downloaded the data and then the stuff Steam shows just accounts for unpacking it but I don’t quite know. :slight_smile:

Hmm interesting update method then. On side note it looks like my stutter went away after deleting Shaders and letting game redo the shader optimization. Go figure. Seemed like a good idea to do that since the game has some weird quirks going on.

I was excited to see “improvement to CPU performance” in patch note because my PC is so CPU-limited.
But it looks like any improvement they did does not apply to my CPU. :weary:

In-game benchmark result, Version 1.0.3

In-game benchmark result, Version 1.0.4

I’ve never had a single game crash on a 8hour long session, I keep on reading about it. Maybe having 32GB of RAM prevents that ?

It’s not RAM amount related, sadly. There’s people with 32 GB, 64 GB, 128 GB, and even 256 GB of RAM that is experiencing crashing.

Myself, I only really crash after like 2-3 hours of playing in one long session, but with the overabundance of campfires I never felt that it was much of an issue as I’d basically only miss out on some minor nonrelevant progress.

HZD seems to be crashing when I open using SpecialK regardless of my settings in or out of game… not really sure how to fix.

Post your settings here like form paste bin file or spoiler type tags. And we will see what it could possibly be. Or could just be nvidia stuff causing you trouble.