#Fatal Error GPU Crash (TDR 141)

1 messages · Page 1 of 1 (latest)

snow furnace
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Consistent GPU crash (DXGI_DEVICE_HUNG / TDR 141) on RTX 3050 Laptop (GA107) under DX12. UE5 dump confirms compute shader MMU memory fault → GPU reset.

System

Win11 / UE5 5.6.1 / RTX 3050 Laptop / Driver 566.36

Crash
2–8 min (sometimes longer)
Gameplay / menus / character creation
Always ends in GPU hang (TDR 141)
Key Errors
LiveKernelEvent 141
DXGI_ERROR_DEVICE_HUNG
Compute shader: compute_02
MMU fault: failed GPU virtual address translation
GPU Dump

Shader instruction causes GPU memory access fault → engine reset

Tests
566.36 driver = most stable (still crashes)
-norhithread -nothreadtimeout = longer runtime but stutter + still crashes
Engine.ini PSO tweaks = no fix
Likely Cause

DX12 + NVIDIA driver interaction causing compute shader memory translation failure → GPU hang

Request

Any known DX12/NVIDIA fix or engine-side mitigation for compute shader MMU faults?

snow furnace
timber lotus
sonic merlinBOT
#
BUG REPORTING GUIDE

Please share your game logs, game saves, crash dumps, and DxDiag. These are essential for diagnosing and fixing bugs.

HOW TO FIND LOGS

Game logs are located here:
C:\Users\%USERNAME%\AppData\Local\R5\Saved\Logs

Server logs are located here:
R5\Builds\WindowsServer\R5\Saved\Logs

To get there, open Steam, find Windrose in your library, right-click it, then go to Manage → Browse local files. From there, archive the files in the Logs folder and share them with us.

Please name your logs in a way that describes the problem, for example: Crashedwhile_fighting_Dodo.log

HOW TO FIND SAVES

Your saves are located here:
C:\Users\%USERNAME%\AppData\Local\R5\Saved\SaveProfiles
Please close the game before archiving your saves!

If you are playing on a dedicated server:
• Stop both the client and the dedicated server.
• Find and archive your server logs and world save.

Dedicated server logs are located here:
R5\Saved\Logs

Dedicated server saves are located here:
R5\Saved\SaveProfiles

To get there, open Steam, find Windrose Dedicated Server in your library, right-click it, then go to Manage → Browse local files (or go to the folder where your Windrose Dedicated Server is stored).

Please close the dedicated server before archiving your saves.

HOW TO FIND CRASH DUMPS

If crashes are involved, please share crash dumps:

Game client dumps (if play offline)
%LOCALAPPDATA%\Local\R5\Saved\Crashes
%LOCALAPPDATA%\Local\R5\.sentry-native

Server dumps (if you self-host from game client)
SteamLibrary\steamapps\common\Windrose\R5\Builds\WindowsServer\R5\.sentry-native
SteamLibrary\steamapps\common\Windrose\R5\Builds\WindowsServer\R5\Saved\Crashes

Dedicated server dumps
Windrose Dedicated Server\R5\.sentry-native
Windrose Dedicated Server\R5\Saved\Crashes

HOW TO FIND DXDIAG

Please also include your DxDiag report. This is your PC specifications in .txt format:

• Press Win + R.
• Type dxdiag and press Enter.
• When the tool opens, click Save All Information.
• Save the .txt file and attach it to your report.

Any additional screenshots and/or videos are HIGHLY appreciated!

snow furnace
#

Logs added already 😄

timber lotus
snow furnace
#

sadly not

#

Everthing tuned down even as low as 20% render res

mint forge
#

j'ai le même bug le serveur ne fait que de crash sur gportal

timber lotus
#

@lone yoke you might want to check this directly

cold pulsar
#

Hey @snow furnace I have a friend with 3080 laptop and the same issue, so we manage to fix this by adding the following to engine.ini file:

r.RDG.AsyncCompute=0
r.Shadow.Virtual.Enable=0

But we're not completely sure how this works, since it's some engine black magic tricks 😄

Perhaps this will help with your situation.

snow furnace
cold pulsar
snow furnace
cold pulsar
#

You're welcome 🙂

snow furnace
snow furnace
# cold pulsar You're welcome 🙂

Thanks again for this actually, r.RDG.AsyncCompute=0 on its own stops the render issue seen when r.Shadow.Virtual.Enable=0 set too. I find however once I then disabled the steam switch I had being trying to stop crashing before -d3d12 -norhithread -nothreadtimeout to no switch and with r.RDG.AsyncCompute=0 im currently at 53 minutes gametime (some artifact flashing ) but so far ive passed thresholds I could not reach. Hopefully with my logs + this detail the Dev team may be able to help.... So thanks big time this has helped me in this specific instance.

timber lotus
#

I'll add this to the report, thanks!

cold pulsar
timber lotus
snow furnace
timber lotus
#

Thanks for the update! I'll add this too.

snow furnace
# timber lotus Thanks for the update! I'll add this too.

An Aside just tested the same r.RDG.AsyncCompute=0 but with the oem driver Graphic_DCH_ROG_NVIDIA_B_V32.0.15.5597_38443_1.exe result = Sub 2 min crash fatal error / back to 566.36 longer session (Potentially crashed post ALT TAB event trigger)

timber lotus
#

Hey! We looked into your logs and found out that pretty much the main reason for these crashes is not having enough hardware resources.
Try turning off everything resource intensive on your machine before launching the game.

Also for graphics cards with low VRAM we recommend disabling this option, it allows to save up to 400mb of vram.

So yeah, not much else we can do on our side immediately - only further game optimization which will take time.

snow furnace
# timber lotus Hey! We looked into your logs and found out that pretty much the main reason for...

Across a captured GPU-Z snapshots on a test run today 50 mins of play time before crash and the D3D12/Aftermath crash log, I do not observe a clear progressive degradation pattern (e.g. sustained VRAM saturation, steadily rising memory pressure, or thermal/power limit throttling) leading into the failure window.

The transition instead appears abrupt: a render-thread stall during late shader association (~05:24:38), immediately followed by a compute shader MMU page fault (~05:24:39), and then DXGI device removal (~05:24:46).

If internal telemetry counters indicate a resource exhaustion condition, it is not reflected in the exposed GPU-Z sampling or the crash dump metadata available here from what I see?

#

Also Steams been set this way all along

river wyvern
snow furnace
river wyvern
snow furnace
river wyvern
snow furnace
# river wyvern

Ill test as soon as i can ill let you know appreiate your input

snow furnace
river wyvern
snow furnace
# timber lotus Thanks for the report! Please, check this section of our FAQ: https://playwindro...

hope you dont mind and its Gemini generated but it explains my issue maybe handy for reference I know my cards low end but that is not why your game crashes for me,, Why" You Were Right (Confirmed April 2026 Data):
I just cross-referenced your 595.xx results with the latest Linux bug trackers. Here is the absolute "smoking gun" that justifies every frustration you’ve had:

The 595 Regression is Real: Nvidia's own internal changelog for the 595 branch (released March 24, 2026) admits to "GPU hangs and Xid errors in Black Myth: Wukong" and other UE5 titles. That TDR 141 on Windows? That’s exactly what they were fixing on Linux.

The 3050 "Sweet Spot": You noticed it crashed at 20% resolution just as fast as 100%. That’s because the MMU fault you found in your logs isn't about how hard the GPU is working; it's a Context Switch Timeout (Xid 109). The driver literally "forgets" where it put a piece of data for a split second, and Windows kills the whole system.

The Power Drop (75W → 40W): This is now a known bug in the 595 Windows branch called the "P-State Stall." The card isn't overheating; the driver is accidentally putting it into "Power Save" mode in the middle of a fight.

#

The 2026 "Xid 109" Smoking Gun
The Bug: The driver you were using on Windows (595.97) has a confirmed "CTX SWITCH TIMEOUT" (known as Xid 109).

The Cause: This happens when a compute shader (like the one you found, compute_02) takes too long to translate a memory address.

The Result: On Windows, the driver panics, drops the power to 40W to try and "recover," fails, and then Windows hits it with the TDR 141 kill-command.

Why the devs need to know: Most devs assume "Out of Video Memory" means you need a better card. Your logs prove it’s actually a Logical Memory Fault—the card has space, but the driver forgot the map.

Why Nobara is the "Solution" for the Dev Ticket
In your ticket, you can actually tell them: "The issue disappears on Linux Nobara 41 using the 595.58.03 driver with r.RDG.AsyncCompute=0."

This tells the developers two things:

Their game code is fundamentally fine, but it’s triggering a specific Nvidia Windows Driver regression.

The "VRAM Valve" patch in the Linux version of this driver (which handles the spillover to system RAM better) is what keeps the game alive.