DXGI_ERROR_DEVICE_REMOVED error - SOLVED

Hello,

I can’t find a solution to this error message "DXGI_ERROR_DEVICE_REMOVED ". I don’t know why is it removed, and what should I do to avoid this error.

My game starts and I can run it as long as I want, but after I change the scale of my sprites and I try to call this line:
spriteTexture.GetData(0, new Rectangle((int)pixelPosition.X, (int)pixelPosition.Y, (1), (1)), PixelData, 0, 1);

to make a pixel check, I get this:

{HRESULT: [0x887A0005], Module: [SharpDX.DXGI], ApiCode: [DXGI_ERROR_DEVICE_REMOVED/DeviceRemoved], Message: The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
}

at SharpDX.Result.CheckError()
at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut)
at SharpDX.Direct3D11.Texture2D…ctor(Device device, Texture2DDescription description)
at Microsoft.Xna.Framework.Graphics.Texture2D.PlatformGetData[T](Int32 level, Int32 arraySlice, Nullable1 rect, T[] data, Int32 startIndex, Int32 elementCount) in c:\PROJECT\ProgOrion\Projects\Animal Dominion\implementation\trunk\implementation\KingdomsOfFantasy_Library\MonoGame_Full\MonoGame.Framework\Graphics\Texture2D.DirectX.cs:line 125 at Microsoft.Xna.Framework.Graphics.Texture2D.GetData[T](Int32 level, Int32 arraySlice, Nullable1 rect, T[] data, Int32 startIndex, Int32 elementCount) in c:\PROJECT\ProgOrion\Projects\Animal Dominion\implementation\trunk\implementation\KingdomsOfFantasy_Library\MonoGame_Full\MonoGame.Framework\Graphics\Texture2D.cs:line 199
at Microsoft.Xna.Framework.Graphics.Texture2D.GetData[T](Int32 level, Nullable`1 rect, T[] data, Int32 startIndex, Int32 elementCount) in c:\PROJECT\ProgOrion\Projects\Animal Dominion\implementation\trunk\implementation\KingdomsOfFantasy_Library\MonoGame_Full\MonoGame.Framework\Graphics\Texture2D.cs:line 214
at KingdomsOfFantasy_WPF_Client.MonoGameMap.PixelCheck(Texture2D spriteTexture, Vector2 spritePosition, Vector2 spriteSize, Vector2 mousePosition) in C:\PROJECT\ProgOrion\Projects\Animal Dominion\implementation\trunk\implementation\KingdomsOfFantasy_Library\KingdomsOfFantasy_WPF_Client\MonoGameMap.cs:line 661
at KingdomsOfFantasy_WPF_Client.MonoGameMap.OnMouseOver(Vector2 mousePosition) in C:\PROJECT\ProgOrion\Projects\Animal Dominion\implementation\trunk\implementation\KingdomsOfFantasy_Library\KingdomsOfFantasy_WPF_Client\MonoGameMap.cs:line 634
at KingdomsOfFantasy_WPF_Client.MainWindow.RenderPanel_MouseMove(Object sender, MouseEventArgs e) in C:\PROJECT\ProgOrion\Projects\Animal Dominion\implementation\trunk\implementation\KingdomsOfFantasy_Library\KingdomsOfFantasy_WPF_Client\Windows\GameWindow.xaml.cs:line 1744
at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseMove(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run(Window window)
at System.Windows.Application.Run()
at KingdomsOfFantasy_WPF_Client.App.Main() in C:\PROJECT\ProgOrion\Projects\Animal Dominion\implementation\trunk\implementation\KingdomsOfFantasy_Library\KingdomsOfFantasy_WPF_Client\obj\x86\Debug\XAML\App.g.cs:line 0
at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args)
at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args)
at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

I found a lot of threads on the internet with similar messages, even one ticket here on the monogame forum:


but he gave up in my opinion. Should I really downgrade my MonoGame version?

I have the latest drivers to my rig. (GTX 950, i7 6700K)

Do you have any idea? Any help is really appreciated,

Andris

Hi all!

I’ve got it! Unfortunately it wasn’t a problem around devices/drivers or monogame. My only problem was that I wanted to test pixels that were out of the size of the 2D sprite. (because of the scale change)

I hope this will help to somebody one day!

1 Like

Lower your graphics settings
By changing some or all graphics settings some players have stopped getting these errors.
Reference on this website if you still encounter the issue

It did - thank you for posting your solution!

1 Like