2.0.9 - potential issues with custom textures causing computation problems.
Posted: Mon Oct 19, 2026 5:47 pm
After reviewing the issue I was describing in the thread regarding total crashes and hang-up calculating data that PuMo originally posted, I am posting here more so in regards to the computation of Anthology.
Looking at my log from when Vulkan tried to compute the data the last time:
I decided to dig further into the issue by looking at the actual textures that were used in Anthology. recalling which textures had issues when computing I looked at the respective ones in the editor, and discovered that the 4 given textures are custom textures that are animated and lit. This was something that the 4 had in common that the other custom textures in the mission did not have in common.
To test this I am going to make a temporary copy of Anthology, but revert these 4 textures and see if it makes any difference. I have a hunch that this could be part of the issue at least
Looking at my log from when Vulkan tried to compute the data the last time:
Code: Select all
system: AMD Ryzen 5 7600X 6-Core Processor , 12 threads, 48296 MB RAM
graphics device 1: AMD Radeon RX 7900 XTX, 24560 MB VRAM - IN USE
graphics device 2: AMD Radeon(TM) Graphics, 16269 MB VRAM
render options: lighting quality high, lightmap quality basic, render quality high
effects: shadows, lightning, energy shields, shockwaves, fog, coronas, particles, static particles
Vulkan pinned memory pool: 64 MB, memory type 0
level textures: 'arw01#0' kind 0: no layer in class 5 (256 x 1536)
level textures: 'ctrl01#0' kind 0: no layer in class 6 (256 x 2048)
level textures: 'ctrl02#0' kind 0: no layer in class 6 (256 x 2048)
level textures: 'force01#0' kind 0: no layer in class 6 (256 x 2048)
CommandListHandler::ExecuteAll: vkQueueSubmit2 failed (-1)
To test this I am going to make a temporary copy of Anthology, but revert these 4 textures and see if it makes any difference. I have a hunch that this could be part of the issue at least