Overview
Where the crashes stand right now. Every number here is worked out from the crash log (see the date at the bottom).
Top bugs
All bugs →What the data says
Conclusions the tracker can draw from the data so far. They update as crashes come in.
Latest crashes
Crash log →Bugs
Crashes grouped by fingerprint: crash code, crashing thread and the address that failed. The render watchdog is one bug across every build. Other bugs are grouped per build, because their addresses move with each patch. Open a bug for its full page and a ready-made dev report.
Patches
One row per game build. Crashes per hour counts every recorded session, including the ones that ended normally, so it is the fairest way to compare builds. Builds with only a few crashes or sessions are marked as thin data.
PCs
Every machine that has reported a crash or a recorded session. Look for patterns: a bug that only shows up on one graphics card maker, one Windows build or with one overlay.
Analysis
Charts for digging into why the game crashes. Hover any mark for its numbers; click one to open that crash.
Minutes until the crash
Each dot is one crash. Split the crashes by a setting to see whether it changes how long the game lasts. The dark tick is the median; groups with fewer than 3 crashes don't get one.
Memory growth speed vs time to crash
Each session over time
The last minutes before every crash
Every crashed session lined up at the moment the game froze (0 s). Thin lines are single crashes; the dark line is the median. Anything that builds up before the freeze shows as the median rising or falling before 0.
Crash log
Every crash, newest first. Open one to see everything its dump says.
Check your crash
Drop your crash dump here to see which crash it is. The file is read in your browser and never uploaded, and nothing is saved.
Where the files are
Crash dumps
Wardogs writes one every time it crashes. Paste %TEMP% into the Explorer address bar and look for PACKER_<number>_<pid>.dmp. Windows cleans that folder, so copy them somewhere safe.
Recorder sessions
If you run the recorder, every session is in %USERPROFILE%\WardogsRecorder as a .json, with the crash dump next to it. Drop both. Get the recorder →
This is a read-only copy of the log, so nothing gets added here. To get your crash into the log, copy its summary and post it in the Discord, or send the dump.
Help
The recorder, what the crash codes mean, and what happens to your data.
Recorder
A small PowerShell script that records every session: memory, CPU, disk reads, GPU memory and how busy the GPU is, every 2 seconds, plus the crash dump and any driver errors when the game dies. It starts hidden at logon and waits for Wardogs.
- Download the zip and unzip it anywhere.
- Right-click
WardogsRecorder.ps1and choose Run with PowerShell. It installs itself and starts. Running a newer version replaces the old one. - After a crash, drop the newest .json and .dmp from
%USERPROFILE%\WardogsRecorderinto Check a dump.
To remove it, run WardogsRecorder.ps1 -Uninstall from PowerShell. It only reads the game's own counters and the Windows event log.
Crash types
What the crash code in a dump means.
0x8000Thread RHIInterruptThread. The render thread stopped hearing back from the GPU, the game froze for about 20 seconds, then it suspended itself, wrote the dump and closed. The community calls this Case A. Every build so far crashes at the same three addresses:
| Build | Addresses (WardogsClient+) |
|---|
0x4000The game thread hit a fatal check. Community Case F. A different bug from the render watchdog.
0xC0000005The game read or wrote memory it doesn't own. The tracker reads the failing address and whether the memory was unallocated or a null pointer, and groups identical ones into one bug. When the address matches one the community already named (Cases B, C, E, L), the bug gets that letter.
Any other code gets its own bug, named after the code. Those are worth posting in the Discord thread.
Your data
- Dumps are read inside your browser. Only the numbers you see in the log are saved, never the file.
- The log stores the PC name you type, not your Windows username. The recorder removes your username and PC name from the Windows events it saves.
- Everyone the owner shares this page with can see the whole log. Only invited Editors can add, change or delete crashes.
Reading the numbers
- Memory at crash
- The game's committed memory when it died, read from the dump.
- Time to crash
- Minutes from launching the game to the crash.
- Crashes per hour
- Crashed sessions divided by hours played, from recorder sessions only.
- Memory growth
- How fast committed memory climbs after the first 10 minutes, in GB per hour.
- GPU busy
- The game's share of the graphics card's 3D engine. Recorder 1.1 and later.
- Thin data
- Fewer than 5 crashes or sessions behind a number. Treat it as a hint.