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Game Crashing/Freezing IBT?

dexters

Gods & Emperors
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Joined
Apr 23, 2003
Messages
4,182
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Canada
I'm not sure if this is the same problem as the one I had before where leader calls IBT or when I go to click on a leader would crash my game, but I've had my last game crash 3-4x nows IBT.

Music stutters then cuts out and the screen freezes. I can still move my mouse around and if it is processing the turn, the globe icon is still going, but game is clearly crashed.

With G&K vanilla certain leaders in the late game would crash my game.

Reloading will allow me to play past the turn, though I only auto-save every 2 turns.

Strangely enough I had played a couple of games recently before the patch and they ran fine, and I think my first G&K post patch crashed maybe once, but I don't recall this being as big an issue until the current game. It's possible I just didn't notice it in my first game post-patch.

DXdiag posted
 

Attachments

I can confirm this seems to be related to the old crash bug.

Contacting certain Civs, such as Pacal would crash the game.

Pre-patch I would get the Render error message, post-patch, the screen just freezes.
 
Medium on leader.

My card supports DX10 but not 11 so no reason setting on high, I run DX10/11 when I boot up the game.

Full screen. 4X MSAA.

I'll try setting on low and see what happens.
 
Medium on leader.

My card supports DX10 but not 11 so no reason setting on high, I run DX10/11 when I boot up the game.

Full screen. 4X MSAA.

I'll try setting on low and see what happens.

Is your "GPU Texture Decode" option enabled in your video options? That can sometimes cause issues with older nvidia hardware and the Microsoft driver time-out limits.
 
If you have the leader quality set to minimum (where it only loads the 2D scene), do you still see the issue?
 
If you have the leader quality set to minimum (where it only loads the 2D scene), do you still see the issue?

I set it to low last night and finished my game. Seems more stable at low. I'm going to start another game this weekend.

Btw. @low the back ground loads an ultra low resolution version first then it takes the game a second to load a higher resolution bg . It's a visual annoyance but tolerable. I'm not sure if this is how the lowest setting was intended to work but I've noticed this every time I set my leaders to low.
 
I set it to low last night and finished my game. Seems more stable at low. I'm going to start another game this weekend.

Btw. @low the back ground loads an ultra low resolution version first then it takes the game a second to load a higher resolution bg . It's a visual annoyance but tolerable. I'm not sure if this is how the lowest setting was intended to work but I've noticed this every time I set my leaders to low.

This is how "low" is intended to work. It's the slowest of all the visual settings and doesn't stress the video hardware as much.
 
Ah, ok thanks.

I hope a fix can be found on this and I wonder if it might have something to do with nvidia's drivers.

I rolled back my drivers after G&K to avoid Render Error crashes with leader scenes. 296.10 seem to work, though I would still sometimes the Render Error crash in the late game.

Hoping you guys can find a fix on this, my card can run leaders on medium just fine and would prefer it if I don't have to run it in low. heh.

Thanks

Here's my current video/graphics settings for Civ5

Code:
[LeaderheadSettings]

; Leader quality bracket
LeaderQuality = 1

; Enables leaderhead shadowing
EnableShadows = 0

; Allows use of SM4.1 codepath (if supported)
AllowSM41 = 1

; Allows use of SM5.0 codepath (if supported)
AllowSM50 = 0

; Resolution used for cube shadow map.  Please use a power of two.
CubeShadowResolution = 0

; Reference aspect ratio for which leader content is authored (should default to 16/9).
TargetAspect = 1.777778

; Controls formatting for displays not matching target aspect.  (0 => maintain widescreen FOV.  1 => No letterbox)
AspectAdjust = 0.000000

; Resolution of skin scattering buffers.  Please use a power of two.
SkinResolution = 0

; Skin quality level (0=no subsurf,1=cheap subsurf,or 2=expensive subsurf).
SkinQuality = 0

; Enables depth of field
EnableDOF = 0

; Enables bloom/glow effects
EnableBloom = 0

; Enables post-process distortion (heat haze, etc)
EnableDistortion = 1

; Allows leaderhead MSAA, on DX11.  If this is enabled, the game will use an FP16 swap chain (slight perf. penalty).  Note that you may not get AA.  Some DX10 HW does not have FP16AA support.
AllowLeaderAA = 0

; Enables soft fire shadows in leaderhead scenes.  Only supported in the SM4.1 codepath.
EnableSoftShadows = 0

; Maximum number of scenes to keep in memory.  If there are more than this many, then they will be swapped in and out on demand
MaxResidentScenes = 1

; Reduction of leader texture size (0=full size, 1=half size, 2=quarter size)
LeaderTextureReduction = 2

; How much of leader textures to stream in after entering leader scene (0..6)
LeaderTextureBackgroundLoad = 4

; Whether or not to use static screenshots of leaders (this is the default for min-spec machines)
UseScreenShots = 0

; Set to 1 to force legacy compression path
UseOldTextureDecompress = 1

; Set to 1 to force the legacy compression path.  'UseOldTextureDecompress' has been retired.  Use this key...
ForceOldGPUDecompress = 0

; Whether or not the GPU will be used to decompress some textures.  Requires SM5.0 or higher support.
UseGPUDecompress = 0

[GraphicsDetailSettings]

HDStrategicView = 0

OverlayLevel = 2

ShadowLevel = 2

ReflectionLevel = 1

TextureQuality = 1

FOWLevel = 3

TerrainDetailLevel = 2

TerrainTessLevel = 2

TerrainShadowQuality = 2

TerrainWaterQuality = 2

; Terrain Page in Rate
TerrainPageinSpeedStill = 4

; Terrain Page in Rate
TerrainPageinSpeedMoving = 2

; Use more advanced GPU features which can cause some drivers to crash
TerrainUseAdvancedGPU = 1

; Screen width of screenshot (0 is default width)
ScreenShotWidth = 0

; Screen height of screenshot (0 is default height)
ScreenShotHeight = 0

NumberContinents = 4

; Init whole terrain before loading game
BlockOnLoad = 0

; Terrain Page in Rate
Terrain64Chunks = 4096

; Terrain Page in Rate
Terrain128Chunks = 512

; Terrain Page in Rate
Terrain256Chunks = 256

; Terrain Page in Rate
Terrain512Chunks = 64

; Enable bicubic terrain patches
BicubicTerrainTessellation = 0

; Target edge length of triangles in patches
BicubicTerrainTessTriSize = 4

; Default level of patch subdivision
BicubicTerrainTessSubdiv = 2

; Allow cheaper shadow blur for DX11.
AllowCheapDX11ShadowBlur = 1

[UserSettings]

MSAASamples = 4

WaitForVSync = 1

FullScreen = 1

FSResID = 12

WindowResX = 1920

WindowResY = 1080

; Min convergence depth for in-game Stereo rendering (zoomed in) (does not affect leaders).
StereoConvergenceMin = 230.000000

; Max Convergence depth for in-game Stereo rendering (zoomed out) (does not affect leaders).
StereoConvergenceMax = 1150.000000

; Offset to pull the stereo cursor off the terrain
StereoCursorOffset = -25.000000

; Constant Rebasing (DX11.1)
Enable Constant Rebasing = 0
 
i think i get something similar -

When it is diplomacy generally the game tends to crash.
It didnt do it at all really before but after the patch it has become very frequent.
Any suggestions?

(Running on a Core i5duo machine using Intel HD graphics, 4Gb ram)

Actually, the crash happens sometimes on the diplomacy, and sometimes just as a general screen freeze-up - often stuck vibrating between two graphics or two slightly different levels of zoom.
 
I turned my leader setting to 'Low' and it seems to have fixed it.

But yeah, my card can handle leaders on medium just fine. Hoping this is addressed so I can bump it up back up
 
I have had a similar run of crashes during my current game. It crashes when Napoleon is involved each time. Either as he is conducting his turn or if I contact him for diplomacy. Not every turn, as I am quite late in the game. I have verified my cache on Steam, I have updated my video drivers, and have ensured a low video setting. Next, I am trying to move to DX9, though pre-patch, I NEVER had crash issues and had run on DX10/11.
 
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