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Looks like a fun concept. Sadly, I couldn't play much. Game always crashed after a minute or so. Error was

LowLevelFatalError [File:...\D3D12Util.cpp] [Line: 873]
CurrentQueue.Fence.D3DFence->GetCompletedValue() failed
 at ...\D3D12Submission.cpp:939
 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

(3 edits)

We are sad to hear that. We will do our best to solve the issue !

You’re the first reporting a crash about D3D12. So, this error may come from your gpu drivers, are you up to date ? If that’s the case, what gpu are you using ? Did the game run at 60+ fps before crash ?

Thank you for the fast reply.

I have a GTX 1080. My driver was 560.94. Windows Device Manager / Update considered this to be up to date. But I downloaded the newest driver directly from Nvidia and did a clean install (wiping possible custom settings from before). Now I have version 566.36 installed. The problem with the game persists.

I used Windows Game Bar to monitor my FPS. I had an average of 119 FPS, that's also what I had shortly before the crash. The min. and max. peaks were 90 FPS and 149 FPS -- but they did not seem to be related to the crash.
Btw: VSYNC or at least a frame-limit would be nice to prevent wasting resources. My screen only has 60 Hz.

After a lot of research online, I didn’t find a fix for that. It seems the error come from Unreal Engine 5 backend and not from the game itself.

You can force the game to run using DirectX11 backend instead of DirectX12:

  1. Right click on Appulse.exe
  2. Click on Properties
  3. Add ‘-dx11’ at the end of the ‘Target:’ line like in the screenshot.

I hope it will work ! Tell me if that’s not the case.

An update is coming to address some bugs and add video settings, VSync will be included.

Thank you for looking deeper into it. Switching to Dx11 seemed to solve that problem. But now I get pretty much the same behavior just with another error message:

LowLevelFatalError [File:...\D3D11Util.cpp] [Line: 184]
Unreal Engine is exiting due to D3D device being lost. D3D device was not available to determine DXGI cause.

I just wanted to let you know. You don't have to look into it for my sake. I might check out the game a few months in the future again. Glad to hear that vsync was already planned :)