64bit client crashing

Recently I started to see this as well:
"
Art/2DItems/Weapons/OneHandWeapon/Claw/Claw4.dds
In source code filef:\buildslave\build\production\source\windows\wisual\device\d3d11\TextureD3D11.cpp at line 152 processing file Error -2005270523

I believe that it is related to the facts that:
- I am using an SSD for few days (have moved the game to SSD from HDD)
- I am using x86_64 version
- I am using Windows 10 x64
- I have multithread feature on

I have checked files for corruption (executed successfully patchcheck.exe) - everything is OK.

Possible cause? Maybe some internal race condition within the app. Might be related to the multithreading. Can be even related to some buffers and things in the OS itself. But that is up to the devs to investigate. Possibly they could run the game from a ramdrive to minimize I/O bottlenecks.

Possible solution for you:
- Move game to HDD (but it will run much slower)
- Disable multithreading in the app
- Set all the graphic options to low/lower/lowest and try again
Last edited by adderek#2839 on Jan 25, 2018, 4:19:34 PM
"
adderek wrote:
Recently I started to see this as well:
"
Art/2DItems/Weapons/OneHandWeapon/Claw/Claw4.dds
In source code filef:\buildslave\build\production\source\windows\wisual\device\d3d11\TextureD3D11.cpp at line 152 processing file Error -2005270523

I believe that it is related to the facts that:
- I am using an SSD for few days (have moved the game to SSD from HDD)
- I am using x86_64 version
- I am using Windows 10 x64
- I have multithread feature on


FWIW, I have the same configuration, and no similar problems, so ... I'm definitely not saying that this isn't related, just that it doesn't occur for me.

I have checked files for corruption (executed successfully patchcheck.exe) - everything is OK.

"
adderek wrote:
Possible cause? Maybe some internal race condition within the app. Might be related to the multithreading. Can be even related to some buffers and things in the OS itself. But that is up to the devs to investigate. Possibly they could run the game from a ramdrive to minimize I/O bottlenecks.


That is possible, but the error in question is being returned by the DirectX stack, and is E_OUT_OF_MEMORY, so for some reason the graphics layer thinks it can't, or really can't, satisfy the request from PoE. Could be a bug on their side, but that would usually be more consistently reproduced than this seems to be.

I'd be very interested if you could grab listdlls, fire up PoE, play for a couple of minutes, then run listdlls against it. I'm interested to see what, if anything, else is injecting itself into the binary.
Have there been any solutions for this?
Also having the above issue.
So my version of this problem looks like this. https://imgur.com/a/C3xi2
I have poe running on two machines. The win7 version runs just fine, the win10 one is broken.
Both run x64 os.


i have same problem .
The same issue appear today. 7 crashes during 4 hours while farming maps. 4 crashes during hall of grandmasters
Add my name to this list.

Im pretty sure it has to do with conflicts with programs running in the background. Path of building is the big one if its open they will both crash, video players will be unable to go full screen after a crash until a restart. I run all sort of games without any issue please fix this probably giving up on this league.
Nothing worked for me, I did read all these posts and tried every possible solution posted here, I'm running on a windows 10 x64, until a friend running on a similar computer with same OS told me "why don't you copy my game to you computer", I did that and now it's working perfectly.
Having the same issues. Message also says that it failed to create a buffer after the error message. Have only had this issue since moving to Windows 10 64 bit the past day or so.

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