FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

noso4ek
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FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by noso4ek »

Hello.

I’m having an issue with Farming Simulator 25 (PC, Steam): when starting a new save on any 16x map, the game consistently freezes on “100% compiling shaders”. Sometimes it ends with a Windows crash popup:

FarmingSimulator2025Game.exe – Application Error
the instruction at 0x00007FF61D7D98AA referenced memory at 0x0000000000000020. the memory could not be read.

Maps affected (same behavior on both):

FS25_Kansas_Map_16x

FS25_JuotcaFlatMap16X

Steps to reproduce:

Launch FS25 (Steam).

Start a new save on a 16x map.

Loading reaches “100% compiling shaders” and then hangs indefinitely, or crashes with “memory could not be read”.

What I already tried (no success):

Verify game files in Steam

Removed all mods (tested with empty mods folder, and with “map only”)

Deleted game shader/cache folders in Documents\My Games\FarmingSimulator2025\

Cleared Windows DirectX Shader Cache

Disabled overlays (Steam/Discord/GeForce) and closed MSI Afterburner/RTSS

Run as admin, checked Controlled Folder Access / Defender exclusions

Increased / system-managed pagefile

Tested -dx11 and default (DX12)

GPU driver update and rollback

Log: log.txt sometimes contains errors like Error in allocReg / TiledBitmapOperationCompiler failed (see attached log).

PC specs:

i7-12700F / RTX 3060 12GB / 16GB RAM / Windows 10 / game on SSD

Any known fix or recommended diagnostics (dxdiag/msinfo/logs) would be appreciated.
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log.txt
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Re: FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by UncleRico »

I believe you need 32 GB of RAM to run anything bigger than a 4x map
Phogan2
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Re: FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by Phogan2 »

Can anyone tell me why we have to put up with ''compiling shaders'' in FS25, where in FS22 & all others that proceeded it, we did not, as it actually stops the download of certain maps that are bigger than 1.5gb, 4x, but yet a 16x map that I sometimes play on is fine as its not bigger than that. there is two maps I would loved to play but it is stopping me, why cant you do away with them??
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Re: FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by MrXNor »

Hi, thanks for posting the full details and the log — that makes it much clearer.

Looking at your log.txt, the crash happens at:

Code
2025-12-16 22:17:50.886 Error in allocReg (x13)
2025-12-16 22:17:50.886 Error: TiledBitmapOperationCompiler failed
That's the Giants engine failing to allocate memory while it's building the terrain texture tiles for the map — right at the "100% compiling shaders" stage. Windows then throws the 0x00000020 "memory could not be read" because the engine tried to use a buffer that failed to allocate.

Your system is detected as:
Memory: 16243 MB — so 16GB RAM, which matches what you listed.

Two things in the log stand out and will make a 16x map much harder to load:

Mods are still active in this log. I see a lot loading from your mods folder, including an XML error in FS25_rootCropStorage and several "Specialization already exists" warnings. Even small mods use RAM before the map starts, and on a 16x that extra overhead is often enough to push a 16GB system over the limit during shader compile.
Very High settings on DX12. Your log shows Direct3D 12, Very High preset, Terrain LOD Distance Factor 2.0, View Distance 1.3, Foliage 1.6. Those settings double the size of the temporary buffers the TiledBitmapOperationCompiler needs.
Since you've already done the right basics (verify files, clear shader cache, DX cache, overlays, pagefile, drivers), I'd suggest testing the absolute minimum case next:

Move everything out of Documents\My Games\FarmingSimulator2025\mods (not just disable in-game — physically empty the folder)
Delete shader_cache again, and also delete game.xml to force a graphics reset
In Steam set launch options to -dx11
Start FS25, set graphics to Medium, Terrain LOD to 1.0, turn off V-Sync temporarily
Make sure Windows pagefile is set to a fixed size (e.g., 32768–49152 MB on your SSD, with plenty of free space)
Then try a brand-new save on Kansas 16X
If it still stops at the same allocReg errors, that's a strong sign it's hitting a hard RAM/commit limit. The 16x maps (Kansas, Juotca, etc.) consistently need well over 20GB of commit memory during the first shader compile, and both Giants mod pages and community threads note 32GB as the practical minimum for stable loading. With 16GB it's very common to see exactly this crash, even on a clean install.

Your hardware is fine for normal maps — it's just the combination of 16x size + Very High + DX12 + mods that exceeds what 16GB can provide during that compile step.

If you want, post a new log after trying the empty-mods + DX11 + Medium test — happy to check if the allocReg errors disappear.
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Re: FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by KeilerHirsch »

Following up on MrXNor's allocReg/TiledBitmapOperationCompiler analysis above — I can confirm the root cause isn't system RAM. My dedicated server has 262GB RAM available and still threw 3014 Error in allocReg occurrences on a 16x map (Thüringen 2.0 16x) under DirectX 12. Switching the renderer to DirectX 11 in game.xml (<renderer>D3D_12</renderer> → D3D_11) on both server and client eliminated the errors completely — 0 occurrences across a clean restart, same map, same ~260 mods.

This points to a DX12-specific tile-registration limit in the engine (the 16x map's density maps run up to 32768×32768px, ~4.2M tiles at 16×16 tile size), not a memory shortage. Full log excerpts, before/after, and the rest of the fix (shader cache reset, pagefile, texture streaming budget) are documented here: https://github.com/KeilerHirsch/fs25-16x-map-fix

Would be good to get this in front of GIANTS directly if anyone knows the right channel — this looks like an engine bug, not something moddable away.
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Re: FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by don_apple »

KeilerHirsch wrote: Thu Jul 09, 2026 3:04 pm Would be good to get this in front of GIANTS directly if anyone knows the right channel — this looks like an engine bug, not something moddable away.
To try to get GIANTS attention on this you need to open a ticket in their public bugtracker: viewtopic.php?t=168424
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Re: FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by MrXNor »

don_apple wrote: Thu Jul 09, 2026 5:31 pm
KeilerHirsch wrote: Thu Jul 09, 2026 3:04 pm Would be good to get this in front of GIANTS directly if anyone knows the right channel — this looks like an engine bug, not something moddable away.
To try to get GIANTS attention on this you need to open a ticket in their public bugtracker: viewtopic.php?t=168424
ACtually thats not correct Don Apple, you need a damn miracle to get their attention, ive waited for a response on a ticket since ealry last month
KeilerHirsch
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Re: FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by KeilerHirsch »

Update: root cause found + a fix tool + a VRAM mod (now released)

After properly digging into this (dedicated server + a 16 GB client, same 16x map), the allocReg crash is actually two different problems:

Singleplayer = a memory/commit problem. A 16x map needs ~20–32 GB of commit during the first density compile; 16 GB fails. Fix: a large pagefile (48 GB+) + DX11 — and the original, unmodified 16x map loads fine in SP.

Multiplayer = a fixed-capacity problem. On join the server streams its density maps and the client re-tiles them live through a fixed-size tile registry; 16384px density overflows it → thousands of allocReg + TiledBitmapOperationCompiler failed. Proof it's not RAM: a dedicated server with 262 GB RAM still threw the same errors. More RAM/pagefile does not help MP — only fewer tiles do.

So for MP the only reliable fix is bringing the map's writable density layers down to the engine-safe 8192px (same density working 4x maps ship at). I wrote a tool that does this automatically, field/crop data preserved. In my test server + client went from 878k allocReg → 0, and the 16x map ran in MP on a 16 GB client.

Full write-up + tool: https://github.com/KeilerHirsch/fs25-16x-map-fix

MP caveat: GIANTS' dedicated server does a blocking autosave — on a big map it stalls the main thread long enough that clients can time out ("lost connection") at the save. Raising auto_save_interval helps.

I also made a small standalone mod, Auto VRAM Optimizer, that lifts FS25's ~4 GB texture-streaming cap to your card's real VRAM — smoother loading / less pop-in for any >4 GB card: https://github.com/KeilerHirsch/FS25_AutoVRAMOptimizer

Hope this saves someone the days it cost me.
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Re: FS25 (PC/Steam) freezes at “100% compiling shaders” on any 16x map + sometimes crash “memory could not be read”

Post by don_apple »

KeilerHirsch wrote: Sat Jul 11, 2026 5:29 am I also made a small standalone mod, Auto VRAM Optimizer, that lifts FS25's ~4 GB texture-streaming cap to your card's real VRAM — smoother loading / less pop-in for any >4 GB card: https://github.com/KeilerHirsch/FS25_AutoVRAMOptimizer
I think there is already a mod available for this on the Modhub: https://www.farming-simulator.com/mod.p ... tle=fs2025
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