✦ SPIELWELTENMoto Racer - Rampage ↗

Read-only GeometryBaseline / MinimalEffects comparison

Captured 2026-09-16, approximately 18:40–18:43 Vienna. This does not claim the still-running baseline has passed. No game process was started, stopped, or modified.

Both invocation manifests name the same build SHA256 1A211BEF4655F7C8F8313D5BF4A8D23F43F5B8436C3C5A8E8D8F1BFA345F1FB3, native visible D3D11 1920x1080 window, quality 2/High, automatic Main Camera rendering, and alternating alps-02/alps-03. Both supply -rampageGpuMinimalEffects; GeometryBaseline additionally supplies -rampageNoScenery.

Source distinction: RampageApp.cs:178 forwards the scenery flag to TrackRuntime.Build. TrackRuntime.cs:76 still builds road and terrain; lines 78 onward omit WorldScenery, forest canopy and regional habitat when scenery is false. Camera effects disabled in GraphicsDriverDiagnostics.cs:55 onward are otherwise shared: shadows, screen effects, motion vectors, volumetric/atmosphere effects. RegionalWeather and SceneLighting also omit clouds/garage probe in minimal mode. This isolates a group of world renderers/resources, not a single shader or component.

MinimalEffects has a material additional symptom: its first 17 buffer-creation failures return 0x8007000E (E_OUTOFMEMORY), before subsequent 0x887A0005 device-removed failures. Those lines are between road-drive and offroad-phase markers; phase timing bounds them approximately 18:26:38.974–18:26:44.525, encompassing the NVIDIA TDR at18:26:40.978. Therefore their ordering before the actual TDR is unknown. They establish allocation failure, not necessarily exhausted physical VRAM. The report's graphicsDriverBytes and workingSetBytes are zero/unavailable; Unity allocated/reserved memory near failure is 453/561 MB.

Today's Application Error events naming Rampage.exe are 11:41:37 and 16:03:40, each approximately 6.93 seconds after the last preceding NVIDIA reset event. Earliest NVIDIA event today is 08:41:15.84. No logged native application crash preceding its NVIDIA reset was found; this does not exclude an unlogged underlying fault. .NET Runtime and Application Hang searches since 14:00 returned no matching events. Details: process-crash-nvidia-order.json.

No supported native Windows per-process anti-injection switch was established:

Conclusion: the ongoing geometry reduction and the failed full-scenery minimal-effects run provide useful controlled workload evidence. They do not establish whether the failing layer is game resources, Unity, the driver, injected modules, or hardware.