Offline native crash symbolization — 2026-09-16
The recorded crash is in the Unity graphics worker while submitting D3D11 constant buffers before a draw. The adjacent player log already reports a removed D3D11 device before the access violation. This identifies the native failure pathway; it does not identify the original cause of device removal or establish a product-code lifetime bug.
Evidence identity and method
- Dump:
C:\Users\danie\AppData\Local\Temp\Bigfield Games\RAMPAGE\Crashes\Crash_2026-09-16_140338779\crash.dmp. - Existing local Windows SDK
dbghelp.dll, called through Python ctypes usingSymInitializeW,SymLoadModuleExWandSymFromAddr. - Matching Unity 6000.3.24f1 non-development Mono
UnityPlayer.dllandUnityPlayer_Win64_player_mono_x64.pdbfrom the installed editor. - The dump's Unity module and installed DLL have identical CodeView GUID
5d6f44bb-5db4-4976-b609-582e62f93ac2, age1. Exact-symbol matching was enabled. The symbol search path contains only the local Unity directory;_NT_SYMBOL_PATHis ignored. - No target process was opened, started, stopped or modified. No debugger was installed, no symbol server was contacted, and no product source changed.
- Machine-readable results, complete dump module list, and SHA-256 identities: native-crash-symbols-140338779.json.
- Reproducer: symbolize-native-crash.py.
Resolved stack
UnityPlayer module base: 0x7FFDBB8B0000.
| Absolute address | Unity RVA | Resolved local PDB symbol |
|---|---|---|
0x7FFDBC1C5CBC |
0x915CBC |
ConstantBuffersD3D11::UpdateAndSubmitBuffers + 0xBC |
0x7FFDBC1CBF59 |
0x91BF59 |
GfxDeviceD3D11Base::BeforeDrawCall + 0x1379 |
0x7FFDBC1C8004 |
0x918004 |
GfxDeviceD3D11Base::DrawBuffers + 0x1D4 |
0x7FFDBCC53FFC |
0x13A3FFC |
GfxDeviceWorker::RunCommand + 0xBD3C |
0x7FFDBCC481FD |
0x13981FD |
GfxDeviceWorker::RunExt + 0x9D |
0x7FFDBCC4814C |
0x139814C |
GfxDeviceWorker::RunGfxDeviceWorker + 0xAC |
0x7FFDBCB6C204 |
0x12BC204 |
Thread::RunThreadWrapper + 0x794 |
The minidump exception stream records thread 38696, exception 0xC0000005, instruction 0x7FFE6D842FEB (d3d11.dll + 0x172FEB), and exception parameters [0, 201]: a read from address 0xC9. The original log labels the D3D frame D3DKMTOpenResource, but no matching private/public D3D11 PDB was loaded here. That export-level label is not sufficient to identify the exact internal D3D routine. Unity function symbols resolved successfully; source line information was unavailable.
Recorded scenario and preceding failure
The adjacent original Player.log belongs to C:/Unity Projects/MotoRacer - Rampage/Builds/Windows, not to the later copied D:/Rampage/Windows process. Treat these as distinct sessions unless separately correlated.
The log records Unity 6000.3.24f1, threaded D3D11, RTX 4060 Laptop GPU and driver 32.0.16.1692. It loads the classic blackpine course with rain, creates all eight riders and writes RAMPAGE_LOAD race ready at line 45. Lines 46–230 then report failed GPU buffer creation with 0x887A0005 (DXGI_ERROR_DEVICE_REMOVED). Crash!!! follows at line 231.
The observed ordering supports a downstream native access violation after device loss. It does not prove that constant-buffer submission caused the original reset. It also establishes that this particular crash occurred without the new Alpine/China/Jungle canopy paths being required. Geometry or shader causation cannot be inferred from the last native frame alone.
The dump includes NVIDIA capture module nvspcap64.dll (the embedded PDB path identifies the ShadowPlay proxy). Its presence is a factual environmental detail, not evidence that the overlay caused the crash. The original dump and driver-event evidence must remain available when comparing any later controlled investigation.