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Gabrote42

Gabrote42

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Gabrote42
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  • @Lolesky said:

    I have the same problem. Here's a laptop user with an i3-7100U and GeForce 940MX. I know, these aren't good specs, but before the update, it was enough to play on the lowest settings at a constant 50/60 fps, even though I didn't meet the minimum system requirements. I'm a little sad because I had a lot of fun playing DBD, but it's probably time to upgrade my equipment.

    I'll ask right away so as not to create a separate thread. Anyway, I was planning to buy slightly newer equipment. I have a very limited budget, so I can't splurge too much, but I found an interesting and cheap offer for a PC with an i5-4460 and GTX 970. Theoretically, this equipment would be enough to play DBD, but only theoretically. I'm afraid this won't be enough since the person above me with a better processor also gets the same errors. I don't know what to do.

    Dear administrators, can you update the hardware requirements for your game? I think it would help people like me with lower specs or new players.
    And I also have a question: is there any chance for an update that would still allow us to play on older processors as before?

    My bug got declined with a "use tech support" message, so I am looking for drivers to update mine and try literally everything the page asks before I nag the TS people next week. Wish you luck on that.

  • Sorry for the ######### question, but were you hooked before completing the invocation? Pretty sure DH needs you to be hooked first. I ask because it was not in your steps.

  • I thought it because this thread got the exact same error message as me, and it got declined due to CPU being lower specs. I will remake the bug thread and attach this message to it as justification. Much appreciated!

  • @Mandy said:

    Just to confirm something, the minimum requirements to run the game on PC have not changed - it's likely that some older PC's CPU's could still run the game, even though they didn't meet the minimum required system specifications.

    https://store.steampowered.com/app/381210/Dead_by_Daylight/

    with the exception of the Operating System I don't believe anything has changed on the minimum system requirements since 2016 when the game first launched. And whilst I appreciate your frustration and annoyance, I'm afraid that there's nothing we can assist with if your hardware doesn't meet the minimum required specifications.

    I understand that. I was not expecting the game developers to be the ones providing solutions. I looked at the minimum processing core in the DBD stea page. I know Jack about processors, but I plugged them into a comparison tool and I got this:

    https://www.cpu-monkey.com/es/compare_cpu-intel_core_i3_4170-vs-intel_core_i7_4790


    My CPU seems to be about 6 months older, but otherwise has more cores, more threads, .05 more Gh in the GPU, more L3 cache, and take more power. I honestly don't see what makes mine worse than the minimums. If anyone else has an idea I'd love to hear it.

  • The engine update also dropped support for older CPUs and Graphics Cards. I have seen especially LatAm players, like myself, were affected. I cannot even start the game anymore. Is there anything I can do to help my processor run the game?

  • Similar issue here. Might be hardware below minimum requirements. I hope you can afford better hardware, unlike me.

  • I wish to report this issue as well. Here is the log:

    DeadByDaylight.log

    Crash reporter showed substantially similar values, especially kernel32. I really hope this doesn't brick my game, as I was quite enjoying it
    Here it is: Fatal error: [File:C:\J2\lPCs\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 873] hr failed at C:\J2\lPCs\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:391 with error E_INVALIDARG

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97574146 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97401900 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97382951 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97078967 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97049864 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97089902 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97088530 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97370905 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 96833434 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 96841852 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 96842574 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 97397917 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111738648 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111739886 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111775056 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 103224831 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 103194743 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 89791502 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111972953 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111974295 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 91313143 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 91289329 bytes
    kernel32 {0x0000000000000000} + 95044 bytes
    ntdll {0x0000000000000000} + 337585 bytes

    EDIT: Trying the -dx11 fix in the advanced options allowed me to make it past the trapper cutscene, but after the loading screen for the lobby completed, I got the RenderThread 180s black screen crash showcased in another of my reports. Here's the crash report and corresponding log:
    Fatal error: [File:C:\J2\lPCs\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1274] GameThread timed out waiting for RenderThread after 180.00 secs

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111931067 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 111997376 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50192711 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50246124 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50246250 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50250063 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 50297124 bytes
    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 148921954 bytes
    kernel32 {0x0000000000000000} + 95044 bytes
    ntdll {0x0000000000000000} + 337585 bytes

    DeadByDaylight.log

    Game unusable, plz fix.

  • Tip, even if you can't attach files, you can update them into google drive and then post a link to them with editing permission enabled. And if they don't accept that, I can download and attach it for you. @AiglePinkyz

  • @[Deleted User] said:

    Buy a variable refresh rate monitor.

    Hey, Tat, big fan and legion main and stuff but as a player from Argentina that is usually not feasible. I bought the game at the last possible week before it started costing half the monthly food budget of a family. Not everyone has the luck to have such good purchasing power. Fixing the bug is a preferrable outcome to most "F2P" players. If you meant it as a preventive measure then sorry for assuming. I eagerly await the next video

  • Are you on console? Anything like this bug?

    @vypra said:

    I encountered this problem on Ps5 as playing as killer.

    The map had invisible walls, rocks and it makes me glitch. There was also stuff blocking the hooks and pallets not able to tunnel survivors. The survivors were abusing this and I wasn’t able to go around a pallet without glitching. The survivors were only able to go through glitches.

    https://us.v-cdn.net/6030815/uploads/7A746PDJUQMA/img-8327.jpeg

    https://us.v-cdn.net/6030815/uploads/6TFO83O9PG40/img-8328.jpeg

    If so this may be a duplicate.

  • Did a gen have progress? Can you post the log?

  • Always a pleasure. Hopefully this gets fixed well.

  • @snowyhans said:

    From a few clips I've seen and my own experience, it seems like this bug happens if the survivor gets trapped mid vault. Because notably the trap snap sound doesn't play and the survivor skips the "getting trapped" animation, and goes immediately into the struggle pending stage. This odd behavior must break something in the bear trap that causes the trapper to get soft locked. Perhaps a server client desync where the server believes the trap is still armed and is trying to put the trapper into the "stepped on trap" action?

    I have seen similar behavior in Pallets when the client fails to see they were dropped. I have a Trapper bug thread that is almost exactly the same, so it's nice to see more guys are reporting it.

  • @Spyincorporated said:

    Yeah, this seems to be the same bug I encountered on Midwich, save for me instead picking the survivor out of the trap rather than hitting them

    Exactly. There are two others on Pale Rose and one more on Hawkins, which I tried to post in your post but that comment needs to be approved XD. Hoping this gets fixed soon, as it's quite gamebreaking without Iristone.

  • This issue has been duplicated quite a few times, once with video in Hawkins, but AFAICT only mine has a log file. I posted a comment with all the links, and you'll see it after it has been approved

  • @Coordi said:

    Hi Spy! Do you happen to have a video of this interaction?

    @Spyincorporated

    I have had the exact same bug on Haddonfield, only with hitting the survivor instead of picking them up, and with Iri Stone so I could get unstuck, and I provided a log and detailed explanation in my bug post from last week. Could you add a reply on that one so it's clear that this is a duplicate issue, or at least a very related bug? I think it has to do with connection (like when your client fails to notice a survivor dropped a pallet).
    Jocelyn, I do not have video but I have the log and steps to reproduce.

    This is my post:

    @Gabrote42 said:

    You know how if a survivor drops a pallet while you lag your client might not register it's dropped, and not let you walk through it or destroy it? It's that but with traps. The game client believes that you should be getting stunned by your own trap and the server disagrees, so you get stuck in place, only able to move the camera in 5° jittery increments, not able to hit or move, but you can vibrate in place.

    Step 1 : Play Trapper on a low connection, low end machine, in a non-laggy map, like Haddonfield or Lery's

    Step 2: Put a trap next to a window to showcase this effect

    Step 3: Get a survivor to step on it.

    Step 4 : Hit the survivor with a basic attack from the side while walking into the trap and during the falling animation hope a lag spike hits.

    Step 5: Attempt to pick up the survivor. If you fail to move, the bug was triggered. Notice how you cannot vault the window or use M1

    Step 6: Wait until the Iri stone you brought saves you by both resetting the trap server side, and waiting for a BMing survivor to step on it, freeing you (this took 2 or so minutes in the game)

    Alternatively, you can try to reproduce the pallet version of the bug by playing on Shelter Woods and trying to have a survivor drop a pallet during a lagspike. It's hard to reproduce, happens one in every 20 games.

    Additional information

    • Trapper, using the metallic heir of Mcmillan mask and long smooth machete.
    • Sloppy Butcher, Spies from the Shadows, Brutal Strength, Agitation, with Iri stone and Trapper bag
    • Lampkin Lane, Haddonfield, specifically on the Myers House's front window
    • This version, only this time. And it wasn't even that laggy. The pallet version happens once every 30 or so games, but 2 updates ago it was happening on one out of every 8 games.

    documents to add

    • I have no images, I didn't have time to pull up the screenshot app, but it looked normal, only trapper snapping back into place everytime I made an input (except the way he was facing, but that could only be changed in 5-10° increments). I do not have enough RAM to record without crashing.
    • Logs (PC only)

      https://us.v-cdn.net/6030815/uploads/TY12G7UXVHV8/deadbydaylight.log

    Wish you luck. I would love if every 30 or so seconds the server checked with the client to see if their props are in the same state. That would mitigate the bug.



    These other posts also have the same issue, but one was closed as a duplicate:

    @Jinilo said:

    on PC recently I've had two games on The Pale Rose Map in 24h as trapper and they've been buggy.

    Game 1: Put a trap on the outside ramp of the Tugboat vault, trapped someone, went to pick them up and then was unable to move/swing, never picking the survivor up. i could look around but it would stop every quarter inch or so. With the "pick up trap" prompt strobe lighting.

    Game 2: Put a trap on inside side of the Tugboat vault, to avoid what happened last time, it caught someone, then creased to exist. Couldn't see it nor did it have a prompt to pick up or reset, it did still have its aura if i had an obstacle in the way. With the aura vision it was always open. From the beginning of the match I also couldn't enter chase unless it was the moment i hit someone then it would fall as if i turned and left them to do something else. Kind of relaxing not having the music but the inability to gain blood lust wasn't worth the trade.

    Both times (i think) i used Addons: Fastening Tools + Trapper Bag | Perks: Bamboozle, Brutal Strength, Surge. For the Fourth Perk one time i used Hysteria and the other Scourge Hook: Monstrous Shrine

    @babayagasaga said:

    PLATFORM: PC

    DESCRIPTION OF ISSUE: At the small boat on Pale Rose, I placed a bear trap on the outside of the window to catch survivors vaulting there. When I placed it, it clipped through the floor texture and became invisible, and I couldn't pick it back up. After trapping a survivor there, I couldn't pick the trap or the survivor up, and had to down them to take them to a hook. As far as I know, the trap stayed there in the closed position, and the next survivor who vaulted there became trapped on that side of the window. To be clear, they were not standing in the bear trap, they were body-blocked between the trap and the window and couldn't disarm the trap, vault back, or move at all. He just stood there jittering in place until I downed him.

    STEP TO REPRODUCE: Place a trap on the outside of the window at the small boat on Pale Rose.

    HOW OFTEN: I only experienced it the once, but confirmed with the other survivors that they were stuck there and couldn't move.

    @snowyhans said:

    I was playing a match as Trapper on Hawkins Laboratory.
    Towards the end of the match I am chasing two survivors in the observation room that contains the rift to the upside down, the two survivors approach the bottom glass window, which I have trapped on the other side. The first survivor vaults and gets trapped, the second survivor vaults and I try to lunge for them, but hit the first survivor instead (was still trapped.) I then vaulted the window myself after them but my controls become immediately locked and I can't preform any action, the only input I had was mouse movements, and of those movements only horizontal inputs, the game resisted any vertical movements. I'm unsure if the survivors could see me looking around or not, but one did blind me at one point.

    The following is a brief recording to demonstrate the bugged state:

    https://youtu.be/CljpqUqLLdQ

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699249#Comment_3699249

    This mechanic never ever helps the killer.

    If you got a hit due to latency, that is an issue with server hit validation, which is a completely separate topic.

    The thing is that if I lunge, and the survivor moves during a lag peak, I glide off the survivor. But if the short swing happens, 18 times out of 21 it gives me a hit. Like if you had to manually release the saw to hit someone as Billy, you'd prefer if it acted like it does now. I do want it fixed but it does have upside

  • This bug happens to me as well, but this actually GIVES me hits, because I play with laggy argentinian connection and the hit validation helps me here. Unless the survivor was 10m away and I had just had a 750ms ping moment. Should get fixed tho.

  • After days of this bug not reocurring, it just happened again with Trapper on WY. I had Spies, Agitation, Brutal and Sloppy. I was doing a basement strat with iri stone and trapper bag. The first time I went down to the basement, I had a 2 second halt while the game processed a Crow bubblue while I was carrying a survivor below. A minute and change later, about 3 minutes into the match, I had 2 people downed in a 4 trap basement and most of the other traps were far away. I applied Sloppy to Meg through endurance, picked up from the trap she stepped on afterwards and tried to hook her as my 5th(? curiously not the first one like before) hook, but midway through the hook animation, the game crashed just like the above bug, delayed audio and everything. Here's the extra log if you need it. I was also not experiencing any lag at at the moment, and the hex values in the crash report were different.

    DeadByDaylight.log
  • Extremely balanced. Needs a collision pass (Playing Huntress is very hard), and maybe a few lighting touch-ups but overall I am very happy with it. I would not make it any larger though, and only shrink it if you add a few more resources. But it's unique, leave it as is.

  • This is a map that requires brainpower from both sides, but even as an 82h, I found it very balanced, because both sides have advantages, and whichever can apply their brain matter the most, will win. SoloQ might suffer because the middle requires coordination to play well or to pass through it, but otherwise I am very happy with the map. Plus, feels unique with it's aesthetics, mechanics and layouts. Maybe a few totem spawns should be made more obvious tho.

    EDIT: On second thought, this map practically requires information perks. If you try to do without, you'll probably struggle to find anyone. Not that it's a dealbreaker, but it does contribute to shoring up the Survivor's disadvantage.

  • The recent changes did great things for the map.I love playing it most of the time and didn't feel it was survivor sided. Non-mobility killers may struggle, and Agitation makes it more bearable. There are many pallets but most are relatively decent to mind game and the maze tiles are not insane. I wish the props were better distributed, that the collisions were more consistent (it takes a bit of memory to notice the disjointed hit boxes, especially on Billy) and that the elevation issue was less heavy but otherwise this is a fairly solid map, a far cry from it's first version. You could possibly reshuffle the corner maze tile, or the shack, or shrink the map a few meters on each side, but it's a good, balanced map now and I never feel aggravated playing it. Also my main's home turf, so that's a bonus. I liked it in lights out too, myself. (this is all from an 82h player).

  • Less massive than the other one, less atrocious setups, but still pretty massive, the hatch spawns suck but there aren't too many pallets, so as long as you are running a mobility or slowdown killer (for me at 82h FTP that is Wraith, Billy and Legion) the majority of the issues are not noticeable. The RNG sucks and would suck more if I was playing at a higher skill level where the difference between piers and mazes is more pronounced. The RNG is quite crazy and while I haven't had too bad experiences here, it's only a matter of time. Also a rare map with Grass and slopes, which favor trapper. Prop killers though I'm told suffer badly in this realm. I woudl NOT like to play dredge here. Much more balanced than the other one, and very unique, but I wish it was a bit better laid out. It's balanced because it sucks for both, I reckon, but better for killer than the other one.

  • As a new 82h player, I defer to the experienced people, but I have to say that if you get a map with the gen spread out then you are very much forced to 3-gen in the middle. If I didn't maindeck Agitation on most killers I am certain that I would have lost at least 4 games due to the main building. The pallet amount is sometimes very off, and the long walls are a PAIN to play in if you have bad connection, because even half a second of lag and you lose like 3 seconds of chase. Deffo survivor sided. I barely play survivor though so maybe the two games where I failed to hug the wall and got downed in half a minute should be indicative of the n00b experience. I will say that I don't think I ever played on II, so I can't comment on that one, but I'd probably listen to edgard, YmPrat or Otz.

    I will sya though that I don't know what the big deal with the House Of Pain is. It's not been an issue in most of my matches. But maybe it's the long walls and tree loops messing with me.