[GH-ISSUE #3239] [GAME BUG]: Driveclub (CUSA00003) crashes on Intel (i)GPUs #1000

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opened 2026-02-27 21:09:24 +03:00 by kerem · 0 comments
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Originally created by @Missake212 on GitHub (Jul 13, 2025).
Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/3239

Checklist (we expect you to perform these steps before opening the issue)

  • I have searched for a similar issue in this repository and did not find one.
  • I am using an official build obtained from releases or updated one of those builds using its in-app updater.
  • I have re-dumped the game and performed a clean install without mods and the issue is still present.
  • I have disabled all patches and cheats and the issue is still present.
  • I have all the required system modules installed.

Describe the Bug

Driveclub crashes pretty early when launching the game with an Intel iGPU, my guess is it would be the same result when launching it with a proper Intel dGPU also, here's a call stack of the crash:

Image

There's also two validations errors at the end of the log I posted below

[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-VkRenderingInfo-colorAttachmentCount-06087: vkCmdBeginRendering(): pRenderingInfo->pColorAttachments[0].imageView must have been created with VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. The Vulkan spec states: If colorAttachmentCount is not 0 and the imageView member of an element of pColorAttachments is not VK_NULL_HANDLE, that imageView must have been created with VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT (https://vulkan.lunarg.com/doc/view/1.4.313.2/windows/antora/spec/latest/chapters/renderpass.html#VUID-VkRenderingInfo-colorAttachmentCount-06087)

[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-VkImageMemoryBarrier2-oldLayout-01208: vkCmdPipelineBarrier2(): pDependencyInfo->pImageMemoryBarriers[0].newLayout (VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) is not compatible with VkImage 0xea00000000ea[Image 2048x1024x1 0x501abf8000:0x400000] usage flags VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT|VK_IMAGE_USAGE_STORAGE_BIT. The Vulkan spec states: If srcQueueFamilyIndex and dstQueueFamilyIndex define a queue family ownership transfer or oldLayout and newLayout define an image layout transition, and oldLayout or newLayout is VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL then image must have been created with VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT (https://vulkan.lunarg.com/doc/view/1.4.313.2/windows/antora/spec/latest/chapters/synchronization.html#VUID-VkImageMemoryBarrier2-oldLayout-01208)

Reproduction Steps

Launch the game with an Intel (i)GPU and experience the crash a few seconds after the game boots.

Specify OS Version

Windows 11

CPU

Intel Core I9 13900K

GPU

Intel UHD Graphics 770

Amount of RAM in GB

32 GB

Amount of VRAM in GB

16 GB

Log File

CUSA00003withValidation.log

Originally created by @Missake212 on GitHub (Jul 13, 2025). Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/3239 ### Checklist (we expect you to perform these steps before opening the issue) - [x] I have searched for a similar issue in this repository and did not find one. - [x] I am using an official build obtained from [releases](https://github.com/shadps4-emu/shadPS4/releases) or updated one of those builds using its in-app updater. - [x] I have re-dumped the game and performed a clean install without mods and the issue is still present. - [x] I have disabled all patches and cheats and the issue is still present. - [x] I have all the required [system modules](https://github.com/shadps4-emu/shadPS4/wiki/I.-Quick-start-%5BUsers%5D#4-adding-modules) installed. ### Describe the Bug Driveclub crashes pretty early when launching the game with an Intel iGPU, my guess is it would be the same result when launching it with a proper Intel dGPU also, here's a call stack of the crash: <img width="2670" height="1715" alt="Image" src="https://github.com/user-attachments/assets/eddbf8de-8c03-49d2-bca6-1774f9e8f9bf" /> There's also two validations errors at the end of the log I posted below ``[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-VkRenderingInfo-colorAttachmentCount-06087: vkCmdBeginRendering(): pRenderingInfo->pColorAttachments[0].imageView must have been created with VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. The Vulkan spec states: If colorAttachmentCount is not 0 and the imageView member of an element of pColorAttachments is not VK_NULL_HANDLE, that imageView must have been created with VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT (https://vulkan.lunarg.com/doc/view/1.4.313.2/windows/antora/spec/latest/chapters/renderpass.html#VUID-VkRenderingInfo-colorAttachmentCount-06087)`` ``[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-VkImageMemoryBarrier2-oldLayout-01208: vkCmdPipelineBarrier2(): pDependencyInfo->pImageMemoryBarriers[0].newLayout (VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) is not compatible with VkImage 0xea00000000ea[Image 2048x1024x1 0x501abf8000:0x400000] usage flags VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT|VK_IMAGE_USAGE_STORAGE_BIT. The Vulkan spec states: If srcQueueFamilyIndex and dstQueueFamilyIndex define a queue family ownership transfer or oldLayout and newLayout define an image layout transition, and oldLayout or newLayout is VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL then image must have been created with VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT (https://vulkan.lunarg.com/doc/view/1.4.313.2/windows/antora/spec/latest/chapters/synchronization.html#VUID-VkImageMemoryBarrier2-oldLayout-01208)`` ### Reproduction Steps Launch the game with an Intel (i)GPU and experience the crash a few seconds after the game boots. ### Specify OS Version Windows 11 ### CPU Intel Core I9 13900K ### GPU Intel UHD Graphics 770 ### Amount of RAM in GB 32 GB ### Amount of VRAM in GB 16 GB ### Log File [CUSA00003withValidation.log](https://github.com/user-attachments/files/21205512/CUSA00003.log)
kerem closed this issue 2026-02-27 21:09:24 +03:00
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starred/shadPS4#1000
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