Update: I tried 240x150 on minimum memory usage and it crashed at 2 GB system RAM usage because it maxed out my video card's 3 GB of VRAM. If I can get it to crash for a reason other than using up my video card memory I may try looking at the disassembly of the dump to see if there is some obvious limit in the binaries. Also if someone has a GTX 1080 or 1070 with 8GB of VRAM and 16+ GB of system RAM it would be nice if they could test a very large map.
OK yeah it is a software limit. Could you upload the dump file of that so I can take a look?I tried to also load a 240x150 map and after 9mins of loading time it CTD!
My specs are in my sig to save me time writing them out since we are testing things quite a bit.
Could you upload the dump file of that so I can take a look?
They are in the executable folder (Sid Meier's Civilization VI\Base\Binaries\Win64Steam). They are overwritten every time you crash as far as I can tell.As I have never looked at these files, where are they normally located and would it override if I start new games?
They are in the executable folder (Sid Meier's Civilization VI\Base\Binaries\Win64Steam). They are overwritten every time you crash as far as I can tell.
239 turns so far on auto play on a 230x115 map with 32 civs and some CS, no crash so far, seems stable
launched ~3h25 ago for reference
turn 238 (1640 AD) took 1mn50s
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Alright, I have a dump. 230x116 worked fine. 230x118 crashed to desktop. I used CrancK's (thanks!) mod since changing the map.xml file directly didn't seem to do anything.
How do I tell where it crashed? Or alternatively how do I quickly view and redact the dmp file?
P.S. I was only using like 3.4GB of system ram and 600MB of graphics card ram when it crashed. I have 16GB system and 8GB graphics.
The dump file contains, in this case, the contents of the stack and the relevant heap structures when the program crashed. Normally it isn't too useful without debug information for the program (which we will get if Firaxis gives us the DLL source soon), but I'm mostly just curious if it is crashing due to a limit in the DLL or elsewhere, which I can ascertain by looking at the provided disassembly in Visual Studio.
I think there's a cap on how much memory it will request but improperly tries to keep writing outside of that when we boost the map size.
View attachment 456305
Full explanation of the exception is 'The thread tried to read from or write to a virtual address for which it does not have the appropriate access.'
There's a ton of modules open. You'll have to tell me how to tell me how to figure out if the bad write is coming from a specific dll function.
Not quite, it probably is crashing due to memory issues, but that error is very generic. Are there GameCoreDLL functions in the call stack?
That isn't a good sign. Although it is not impossible that it is still a DLL-fixable thing due to how Firaxis memory management works.
Short answer is that in Civ 5 memory allocation was done through firaxis macros which gave pools to various modules, so to allocate memory in the dll you didn't malloc or free you used FNEW (or something) and the exe actually gave you the memory. So if that is the case and the DLL is allocating only so much memory for tiles changing the DLL source would fix it but without the PDB for the dll the crash would still appear to be in the Civ 6 exe.Question if i make a copy of that file and put it on the mods folder and make the change, would the game recognize that file or does it require something more than just that.
How would an issue like that be fixable?