Need for Speed: Rivals - Freezes when driving to a different areas
Quick summary
This freeze usually happens when I'm driving to a different area that is far away from where I spawned in my hideout/command post, but after trying to exit the game, the RPCS3 crashes.
Details
Heres a screenshot of an example when the game freeze:
And this is a weird error when the game freezes.
E RSX: [attrib buffer] Pool limit was reached. Will attempt to swap out the current heap. F {RSX [0x01368b8]} VM: Access violation reading location 0x77df4e94 (unmapped memory)
Attach a log file
Attach capture files for visual issues
No response
System configuration
AMD Ryzen 9 5900X 12-Core Processor | 24 Threads | 15.89 GiB RAM | RTX 3080 driver 531.68.0.0 | Windows 10 Pro 22H2
Other details
No response
Are the freezes not fixed by accurate rsx reservation access?
Are the freezes not fixed by accurate rsx reservation access?
Even if I enabled accurate rsx reservation access, the game still freezes. RPCS3.log.gz
Ok I drove from sandy shore to jumping bridges to woods and coastline to the desert highway back to jumping bridges without a freeze rank 15 cop racing through sections told dispatch 4 transitions of starting patrols on said routes. I didn't freeze. Posted discussion on discord. RPCS3.log.gz
Drive at the top from the beginning and then reach to the bottom from desert highway to see if you've encountered a freeze.

@Ordinary205 https://youtu.be/mDmQIoVwTVA 30 minutes of NFS Rivals with reckless driving and events
@Darkhost1999 Are you using 01.03 patch?
@Darkhost1999 Are you using 01.03 patch?
Yes my game is updated to 1.03
I'm not really sure why I'm getting this issue.

If you're going to ping me can you at least be telling the truth?
Have you even tried disabling asynchronous texture streaming yet?
Last night I gave it a try even though I know that regular texture streaming works inconsistently and is an open task on github that is actually in progress for a solution.
With asynchronous texture streaming enabled I froze. I knew it was going to happen. Took me 20 minutes but after approaching from the south side into the woods I froze. The only message that stood out to me was the E RSX: Could not gather enough slices for cubemap/3d generation.
With multithreaded rsx + asynchronous texture streaming I got a fatal error with Vulkan texture buffers .cpp line 335 ` ensure(m_texture_buffer_size >= required.first); //incompatible driver (MacOS?) So I checked a vkdiag. I checked for updates of my drivers. Saw the issue several times before all from windows computers and wondering where the assumption of MacOS was. I then settled on this not being my issue last night and that this isn't my problem I need to stop making it my problem. And started testing openGL and just returned back to my optimal settings I've spent hours testing and figuring out what works best.
I noticed zerox's patches so I ended the night with adding BLUS to the patches manually locally and playing NFSR throughout the evening on 1.00 with the patches and write color buffers + ultra shader quality mode.
If you're going to ping me can you at least be telling the truth?
My bad.
Have you even tried disabling asynchronous texture streaming yet?
When I disabled asynchronous texture streaming, it allows the game to go further without freezes but it suffers from performance issues and extra graphical bugs. RPCS3.log.gz
With asynchronous texture streaming 27-29 FPS or 13-16 FPS
Without asynchronous texture streaming 22-26 FPS or 11-13 FPS
Still freezes after 15118 Build. RPCS3.log.gz