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CUSA03291 - Dead Island - Definitive Edition - v01.03 - Windows - Printable Version

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CUSA03291 - Dead Island - Definitive Edition - v01.03 - Windows - Missake - 06-11-2025

Current issues for Dead Island - Definitive Edition (CUSA03291).

Visually the game is too bright and there's also some weird colors (more in the screenshots). There's also some performance issues when looking at certain direction, dropping from stable 60 to high 30 fps.

The game crashes on:
[Debug] <Critical> ajm_at9.cpp:76 operator(): Assertion Failed!
Atrac9Decode failed ret = -0x7deffff9

But I've also seen it crash on -0x7deffffa and -0x7df00000.

With Validation layers enabled, the game spams this, more in the log.

"[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: SYNC-HAZARD-READ-AFTER-WRITE: Validation Error: [ SYNC-HAZARD-READ-AFTER-WRITE ] Object 0: handle = 0xbec6f20, name = CommandPool: Command Buffer 6, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0xb9b24e0000000113, name = ImageView 1920x1080x1 0x8001998000:0x900000 0:0 0:0 (Depth), type = VK_OBJECT_TYPE_IMAGE_VIEW; | MessageID = 0xe4d96472 | vkCmdBeginRendering(): pStencilAttachment->imageView (VkImageView 0xb9b24e0000000113[ImageView 1920x1080x1 0x8001998000:0x900000 0:0 0:0 (Depth)]), with loadOp VK_ATTACHMENT_LOAD_OP_LOAD. Access info (usage: SYNC_EARLY_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_READ, prior_usage: SYNC_IMAGE_LAYOUT_TRANSITION, write_barriers: SYNC_VERTEX_SHADER_SHADER_BINDING_TABLE_READ|SYNC_VERTEX_SHADER_SHADER_SAMPLED_READ|SYNC_VERTEX_SHADER_SHADER_STORAGE_READ|SYNC_TESSELLATION_CONTROL_SHADER_SHADER_BINDING_TABLE_READ|SYNC_TESSELLATION_CONTROL_SHADER_SHADER_SAMPLED_READ|SYNC_TESSELLATION_CONTROL_SHADER_SHADER_STORAGE_READ|SYNC_TESSELLATION_EVALUATION_SHADER_SHADER_BINDING_TABLE_READ|SYNC_TESSELLATION_EVALUATION_SHADER_SHADER_SAMPLED_READ|SYNC_TESSELLATION_EVALUATION_SHADER_SHADER_STORAGE_READ|SYNC_GEOMETRY_SHADER_SHADER_BINDING_TABLE_READ|SYNC_GEOMETRY_SHADER_SHADER_SAMPLED_READ|SYNC_GEOMETRY_SHADER_SHADER_STORAGE_READ|SYNC_FRAGMENT_SHADER_SHADER_BINDING_TABLE_READ|SYNC_FRAGMENT_SHADER_SHADER_SAMPLED_READ|SYNC_FRAGMENT_SHADER_SHADER_STORAGE_READ|SYNC_EARLY_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_WRITE|SYNC_LATE_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_WRITE|SYNC_COMPUTE_SHADER_SHADER_BINDING_TABLE_READ|SYNC_COMPUTE_SHADER_SHADER_SAMPLED_READ|SYNC_COMPUTE_SHADER_SHADER_STORAGE_READ|SYNC_TASK_SHADER_EXT_SHADER_BINDING_TABLE_READ|SYNC_TASK_SHADER_EXT_SHADER_SAMPLED_READ|SYNC_TASK_SHADER_EXT_SHADER_STORAGE_READ|SYNC_MESH_SHADER_EXT_SHADER_BINDING_TABLE_READ|SYNC_MESH_SHADER_EXT_SHADER_SAMPLED_READ|SYNC_MESH_SHADER_EXT_SHADER_STORAGE_READ|SYNC_SUBPASS_SHADER_HUAWEI_SHADER_BINDING_TABLE_READ|SYNC_SUBPASS_SHADER_HUAWEI_SHADER_SAMPLED_READ|SYNC_SUBPASS_SHADER_HUAWEI_SHADER_STORAGE_READ|SYNC_CLUSTER_CULLING_SHADER_HUAWEI_SHADER_BINDING_TABLE_READ|SYNC_CLUSTER_CULLING_SHADER_HUAWEI_SHADER_SAMPLED_READ|SYNC_CLUSTER_CULLING_SHADER_HUAWEI_SHADER_STORAGE_READ, command: vkCmdPipelineBarrier2, seq_no: 1813, reset_no: 779)."