Skip to content

[Runtime Bug]: Runtime crash when frame exceeds more than 256 bones #830

@sambow23

Description

@sambow23

Describe the bug

I was testing the Gordon Freakman source engine mod on the Half-Life 2: RTX demo for a user who reported a crash issue when loading a certain map. When running said map, the user is greeted with a Remix runtime error. When opening the dump, it points to: d3d9_rtx.cpp: ln: 815

if (m_stagedBonesCount + maxBone >= m_stagedBones.size()) {
throw DxvkError("Bones temp storage is too small.");
}

NV_Mark on the RTX Remix Showcase discord told me to compile a runtime with:

m_stagedBones.resize(256* 256);

set to a higher number. In which i did with (1024 * 1024), which resolved the crash issue and was able to go in-game successfully.

How do you reproduce the bug?

  1. Install Half-Life 2: RTX via Steam
  2. Download the Gordon Freakman mod, extract the mod folder to the base directory of Half-Life 2: RTX
  3. Run the game the following launch parameters: -game freakman
  4. Click ok ok, lets Start This Game and select CHAPTER 1
  5. Wait for the runtime to crash after loading

What is the expected behavior?

The runtime should not crash when loading the level and render as accordingly

Version

1.0.0
Used this commit for the debug build 69868e2

Logs

bridge32.log
bridge64.log
remix-dxvk.log

Crash dumps

NvRemixBridge.exe_20250417_162239.dmp

Media

No response

Metadata

Metadata

Assignees

No one assigned

    Labels

    bugSomething isn't workingjiraA jira ticket existsruntimeRTX Remix runtime

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions