I am experiencing persistent stability issues, including memory allocation crashes (EXCEPTION_ACCESS_VIOLATION / Heap Corruption) and infinite loading hangs during terrain generation, while running a Vulkan-based Ray Tracing/Path Tracing engine mod ("radiance") on Minecraft 1.21.4 with an Intel Arc A750 GPU.
The crashes and hangs point directly to the Intel Vulkan driver (igvk64.dll). The driver appears highly sensitive to concurrent pipeline submissions and aggressive memory management routines when high volume chunk data is processed simultaneously alongside temporal accumulation (NRD) nodes.
System Specifications:
• GPU: Intel Arc A750 8GB
• CPU: Intel Core i3-13100F
• RAM: 16GB DDR4 (6GB–8GB explicitly allocated to the Java runtime)
• OS: Windows 11
• API: Vulkan (LWJGL 3.3.3-snapshot framework)
Steps to Reproduce / Observed Behavior:
- Launching the Vulkan rendering engine triggers shader compilation. If the mod's internal graphics settings for parallel processing—specifically "Amount of chunks to build in a single submit" and "Amount of building chunk batches"—are set to higher values (e.g., 12), the Vulkan pipeline queue immediately locks up or triggers an access violation in igvk64.dll.
- Lowering the chunk submit limits allows the game to log in successfully, but the driver frequently freezes on the "Loading terrain..." interface while trying to finalize the temporal accumulation/denoising rendering passes. The background terrain renders partially, but the GUI fails to drop because the Vulkan command buffer submission queue gets jammed.
Log References:
The initial initialization bypasses DLSS device extensions gracefully due to incompatible requirements (VK_NVX_binary_import / VK_NVX_image_view_handle), fallback to native Vulkan routines succeeds, but the driver eventually chokes under heavy parallel buffer execution.
It would be great if you could develop a version compatible with this.
I am experiencing persistent stability issues, including memory allocation crashes (EXCEPTION_ACCESS_VIOLATION / Heap Corruption) and infinite loading hangs during terrain generation, while running a Vulkan-based Ray Tracing/Path Tracing engine mod ("radiance") on Minecraft 1.21.4 with an Intel Arc A750 GPU.
The crashes and hangs point directly to the Intel Vulkan driver (igvk64.dll). The driver appears highly sensitive to concurrent pipeline submissions and aggressive memory management routines when high volume chunk data is processed simultaneously alongside temporal accumulation (NRD) nodes.
System Specifications:
• GPU: Intel Arc A750 8GB
• CPU: Intel Core i3-13100F
• RAM: 16GB DDR4 (6GB–8GB explicitly allocated to the Java runtime)
• OS: Windows 11
• API: Vulkan (LWJGL 3.3.3-snapshot framework)
Steps to Reproduce / Observed Behavior:
Log References:
The initial initialization bypasses DLSS device extensions gracefully due to incompatible requirements (VK_NVX_binary_import / VK_NVX_image_view_handle), fallback to native Vulkan routines succeeds, but the driver eventually chokes under heavy parallel buffer execution.
It would be great if you could develop a version compatible with this.