This one is likely a hard one, I've found nothing on the types of errors I've been getting for this. I suspect it's something about my hardware, but it's weird because I've never had any issues with other unreal games before despite my unconventional hardware setup.
When I first started playing, I was about to play about 30 minutes, then it gave me a crash with Assertion failed in the SceneRendering.h. This was followed by a lot of issues getting the game to even start back up, it would either run and just show a black screen, or run and show the satisfatory logo and spinning wheel forever requiring multiple restarts of the game and the epic launcher (which itself has had so many problems...). Then I would finally be able to load back in only for the game to crash again shortly after loading the same. Sometimes it's the same Assertion failure, sometimes it was a memory access violation. Sometimes I even get a fatal error game thread timeout, this one only shows up when I can't even get to the main menu.
I thought maybe the save was corrupted so I made a new game. No dice.
I thought maybe the experimental build might be different, no dice. Looks like currently they are actually the same build version as well.
I'm incredibly frustrated, because the game is legitimately fun but I have been unable to play for longer than 30 minutes at this rate. Since I deleted my save I think I've had to go through the intro video a hundred times as the game will crash sometime between the character getting up out of the site, and shortly after I deconstruct the pod. I've tried all three landing spots as well. Let me know of any additional files / logs you'd like.
One of the outputs from the assertion failed type crashes:
Assertion failed: PrimitiveCustomDataMemStack.GetSlack() > 0 [File:c:\jenkins\workspace\i_buildversion-staging\ue4\engine\source\runtime\renderer\private\SceneRendering.h] [Line: 1270]
The error that often shows up when I can't even get past the title screen:
Fatal error: [File:C:\Jenkins\workspace\I_BuildVersion-staging\UE4\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1119] GameThread timed out waiting for RenderThread after 3175.43 secs
Operating System: Windows 10 Pro 64-bit (10.0, Build 18362) (18362.19h1_release.190318-1202)
Language: English (Regional Setting: English)
System Manufacturer: QEMU
System Model: Standard PC (i440FX + PIIX, 1996)
BIOS: 0.0.0 (type: UEFI)
Processor: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (8 CPUs), ~3.7GHz
Memory: 16000MB RAM
Available OS Memory: 15998MB RAM
Page File: 4446MB used, 14495MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12
Card name: NVIDIA GeForce GTX 1080
The astute would go "What's System Manufacturer: QEMU"? I am running windows 10 inside a virtual machine, using VFIO GPU passthrough. This is where I think something may be going funky for some reason, because if "normal windows users" were having as many crashes as I am then I'm sure it would be posted about all over the place. The curiosity is however that I have never had any similar problems with any other unreal engine game, or any game in general. Hopefully we can find a solution that isn't just me having to refund it because I can't play at all.
I'd also like to take the time to say that I do hope in the future if you decide to add Satisfactory to other platforms that support Linux, I hope you consider publishing linux native versions as well. I've heard one of the upsides of the unreal engine is the ease at cross platform compiling and what not. The only reason I have to run this "unusual windows setup" is due to certain games not being native, or not working with wine/proton/steam play. In this case, since EGS doesn't support linux, and seemingly doesn't intend on it, I understand why currently there is no native linux support. But once that exclusivity deal is up, perhaps that could change.