Describe the bug
The Sims 3 (32-bit, DX9, Shader Model 3.0) crashes deterministically when
loading any 3D scene under the RTX Remix bridge. Main menu and Alt+X dev UI
render correctly. After clicking Play → world (or loading a saved game),
TS3.exe null-derefs inside its own code.
Crash signature (identical across many reproductions, including in
rasterization-passthrough mode with rtx.enableRaytracing = False):
- Exception:
ACCESS_VIOLATION reading address 0x00000000
- EIP:
0x00610329 (TS3.exe + 0x00210329)
eax = 0, ebp = 0 — characteristic of a vtable / function-pointer call
through a null this
Bridge is healthy at moment of crash — remix-dxvk.log contains zero
err: entries. The last commands TS3.exe issued, per bridge64.log's
post-mortem ring buffer:
IDirect3D9Ex_CheckDeviceFormat × 5
IDirect3D9Ex_GetAdapterMonitor × 1
i.e., the game was performing device-capability queries at the precise moment
of the crash; TS3.exe then died asynchronously in its own CPU-side code, not
while inside a D3D9 call.
The bridge presents synthesised device-identification values to the game.
Comparing Sims 3's own DeviceConfig.log with-vs-without Remix:
| Field |
Without Remix |
With Remix |
| Driver DLL |
nvldumd.dll |
nvd3dum.dll |
| Driver version |
32.0.15.9571 |
32767.65535.65535.65535 (sentinels) |
| Chipset Board |
205710de |
00000000 |
| Chipset |
00a1 |
0000 |
These synthesised values are not exposed by any dxvk.conf / rtx.conf /
user.conf option, including d3d9.customDeviceId / customVendorId /
customDeviceDesc. They appear to be generated at a bridge layer below DXVK.
Environment
- GPU: NVIDIA GeForce RTX 5090, Driver 596.21.0
- OS: Windows 11 (10.0 Build 26220)
- RTX Remix runtime:
remix-1.4.2+cfb6edc9
- RTX Remix bridge:
remix-main+cfb6edc9
- Game: The Sims 3 (EA App, "Legacy Update",
TS3.exe build 1.0.0.18)
How do you reproduce the bug
- Install The Sims 3 (EA App version) with EA's "Legacy Update" applied.
- Confirm the game launches and loads worlds normally without Remix.
- Drop the latest RTX Remix release (
d3d9.dll, .trex\) into Game\Bin\.
- Launch the game. Main menu renders; Alt+X dev UI confirms the bridge has
hooked the process.
- Click Play → choose any world, or load any saved game.
- Crash within ~90 seconds with the signature above.
Diagnostic files attached:
Game\Bin\rtx-remix\logs\bridge32.log, bridge64.log, remix-dxvk.log
Documents\Electronic Arts\The Sims 3\xcpt *.txt (text) and *.mdmp
(binary minidump)
Documents\Electronic Arts\The Sims 3\DeviceConfig.log (with-Remix and
without-Remix versions show the synthetic-IDs comparison directly)
What is the expected behavior
The host process should not silently null-deref before any rendering takes
place. If the game's loader is reading one or more of the synthesised
device-identification fields and failing on them, exposing those fields as
user-overridable — or passing them through unmodified — would give users a
route to a diagnosable failure mode rather than a silent crash.
Version
1.4.2
Log
bridge32.log
bridge64.log
remix-dxvk.log
xcpt 26-04-26 12.49.32.txt
DeviceConfig.log
Crash dumps
None_
Describe the bug
The Sims 3 (32-bit, DX9, Shader Model 3.0) crashes deterministically when
loading any 3D scene under the RTX Remix bridge. Main menu and Alt+X dev UI
render correctly. After clicking Play → world (or loading a saved game),
TS3.exenull-derefs inside its own code.Crash signature (identical across many reproductions, including in
rasterization-passthrough mode with
rtx.enableRaytracing = False):ACCESS_VIOLATION reading address 0x000000000x00610329(TS3.exe + 0x00210329)eax = 0,ebp = 0— characteristic of a vtable / function-pointer callthrough a null
thisBridge is healthy at moment of crash —
remix-dxvk.logcontains zeroerr:entries. The last commandsTS3.exeissued, perbridge64.log'spost-mortem ring buffer:
i.e., the game was performing device-capability queries at the precise moment
of the crash; TS3.exe then died asynchronously in its own CPU-side code, not
while inside a D3D9 call.
The bridge presents synthesised device-identification values to the game.
Comparing Sims 3's own
DeviceConfig.logwith-vs-without Remix:nvldumd.dllnvd3dum.dll32.0.15.957132767.65535.65535.65535(sentinels)205710de0000000000a10000These synthesised values are not exposed by any
dxvk.conf/rtx.conf/user.confoption, includingd3d9.customDeviceId/customVendorId/customDeviceDesc. They appear to be generated at a bridge layer below DXVK.Environment
remix-1.4.2+cfb6edc9remix-main+cfb6edc9TS3.exebuild1.0.0.18)How do you reproduce the bug
d3d9.dll,.trex\) intoGame\Bin\.hooked the process.
Diagnostic files attached:
Game\Bin\rtx-remix\logs\bridge32.log,bridge64.log,remix-dxvk.logDocuments\Electronic Arts\The Sims 3\xcpt *.txt(text) and*.mdmp(binary minidump)
Documents\Electronic Arts\The Sims 3\DeviceConfig.log(with-Remix andwithout-Remix versions show the synthetic-IDs comparison directly)
What is the expected behavior
The host process should not silently null-deref before any rendering takes
place. If the game's loader is reading one or more of the synthesised
device-identification fields and failing on them, exposing those fields as
user-overridable — or passing them through unmodified — would give users a
route to a diagnosable failure mode rather than a silent crash.
Version
1.4.2
Log
bridge32.log
bridge64.log
remix-dxvk.log
xcpt 26-04-26 12.49.32.txt
DeviceConfig.log
Crash dumps
None_