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[0.16.25] Error on switching to 4K screen: "D3DERR_NOTAVAILABLE in reset."

Posted: Thu Feb 22, 2018 6:05 pm
by Fabibassi
Version: 0.16.25 (build 35610, win64, steam)

Problem: Game crashing if i switch my game from my Main FullHD 144Hz Screen to my second screen (4k (3840x2160)) Crashing in Fullscreen and window

Specs:
I7 6700k
GTX 1080
16GB Ram

Windows error message:
(german) Der zugriff auf die Geräte Hardware wurde Blockiert.
(english) The access to the hardware was blocked.

Re: [0.16.25] Crashing on 4k monitor

Posted: Thu Feb 22, 2018 6:08 pm
by Loewchen

Re: [0.16.25] Crashing on 4k monitor

Posted: Thu Feb 22, 2018 6:48 pm
by Fabibassi
factorio-current log: https://pastebin.com/V30yi2u0

€dit1: looks like my GPU driver crashs on resolutions above 1920x1080
€dit2: without mods its not crashing anymore - hmm

Re: [16.25] Error on switching to 4K screen: "D3DERR_NOTAVAILABLE in reset."

Posted: Thu Feb 22, 2018 7:05 pm
by Loewchen
You can try as workaround solution 2 from here: viewtopic.php?f=7&t=9300

Re: [16.25] Error on switching to 4K screen: "D3DERR_NOTAVAILABLE in reset."

Posted: Thu Feb 22, 2018 7:08 pm
by Rseding91
Thanks for the report. It looks like one of your monitors is 144 hz and one is 60 hz. Can you try running the game with just 1 of the monitors connected at a time?

Not that that's a solution. I just want to try some troubleshooting to see what might be causing it.

Re: [16.25] Error on switching to 4K screen: "D3DERR_NOTAVAILABLE in reset."

Posted: Sat Feb 24, 2018 3:41 pm
by Fabibassi
okkkk,

so i just renamed the Mods folder so the Game is Vanilla. Playing 4k works.
renamed the mods folder so all my mods where in again. Can now play 4k with the same Mods.

idk but it fixed itself.

€dit1: NVVVMMM just crashed again
€dit2: Crashing without mods too
€dit3: "--force-opengl" is working

Re: [0.16.25] Error on switching to 4K screen: "D3DERR_NOTAVAILABLE in reset."

Posted: Thu Mar 08, 2018 12:19 pm
by posila
I consider --force-opengl reasonable workaround. Really don't know what to do when IDirect3Ddevice9::Reset() starts to err wit D3DERR_NOTAVAILABLE.

Hopefully, migration to DX11 in 0.17 will fix this problem entirely.