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Ilya Belkin

Captain
62 Badges
Aug 4, 2016
330
811
  • Europa Universalis IV
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Crusader Kings III: Royal Edition
  • Stellaris

Integrity​

I have verified my game files (on Steam)​

Yes

I have disabled all mods​

Yes

Required​

Summary​

Crush on map zoom on a Mac

Description​

Just zooming in results in a crush to the desktop

Steps to reproduce​

Open the save, zoom in, game will crush

Game Version​

1.9.4

OS​

Mac

Additional​

Bug Type​

Crash to Desktop

Save Game​

View attachment crush.v3

Attachments​

View attachment crush.v3

Player Pain​

10

 
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Switching graphics present to low graphics 1) crushes the game and 2) after relaunching and re-calculating of shaders it works without crushing on the same save. So it needs to be medium or high preset to crush.


Switching graphics present to high 1) crushes the game and 2) after relaunching and re-calculating shaders it is crushing on zoom in the same way as the medium preset.
 
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On M1 Pro/ARM, I do not have this issue, although I do have stuttering on fast zoom-in and out, few seconds at a time sometimes.
Do you use any UI mods? (I usually do, but also tried without them).

Oddly enough I have had a this issue on 1.9 playing on an Intel 13900H on Windows (no dedicated GPU).
 
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On M1 Pro/ARM, I do not have this issue, although I do have stuttering on fast zoom-in and out, few seconds at a time sometimes.
Do you use any UI mods? (I usually do, but also tried without them).

Oddly enough I have had a this issue on 1.9 playing on an Intel 13900H on Windows (no dedicated GPU).
I just tried -vulkan in launch options as recommend for windows, and the zoom become smooth like butter, the crush is still there though, despite some reports that it helps with crush as well

I'm on M2 Pro with 24 RAM
 
I just tried -vulkan in launch options as recommend for windows, and the zoom become smooth like butter, the crush is still there though, despite some reports that it helps with crush as well

I'm on M2 Pro with 24 RAM
Weird, MacOS should default to Vulkan, since DX11 is not a valid renderer on Mac. I think Stellaris recently had issues with incorrect renderer being picked (although I don't think that's necessarily related, given DX11 on mac would just prevent it from starting).

That being said, tried again this morning, no mods at all, not even strictly gameplay, zooming in and out while both paused and unpaused/processing 3000 construction at speed 5 doesn't crash it. Same story on a brand new game, paused/unpaused. No crashes.

Anyone else got their specs handy? Want to see if this is maybe somehow a pattern with newer Apple Silicon or something. (Mine might be missing hardware features, or support for something that causes this crash).

EDIT: Tested 1.9.5 on the Windows machine I mentioned, Vulkan is fine, DX11 is the one crashing it on that end.
EDIT 2: Adding words I missed out on
 
Weird, MacOS should default to Vulkan, since DX11 is not a valid renderer on Mac. I think Stellaris recently had issues with incorrect renderer being picked (although I don't think that's necessarily related, given DX11 on mac would just prevent it from starting).

That being said, tried again this morning, no mods at all, not even strictly gameplay, zooming in and out while both paused and unpaused/processing 3000 construction at speed 5 doesn't crash it. Same story on a brand new game, paused/unpaused. No crashes.

Anyone else got their specs handy? Want to see if this is maybe somehow a pattern with newer Apple Silicon or something. (Mine might be missing hardware features, or support for something that causes this crash).

EDIT: Tested 1.9.5 on the Windows machine I mentioned, Vulkan is fine, DX11 is the one crashing it on that end.
EDIT 2: Adding words I missed out on
I also thought about this possibility too, since Vulkan was the only renderer that was selected and is compatible with ARM/ Apple Silicon - I doubt they are using OpenGL or Metal. DX11 as you said is also out of the question as it is Windows only.

I also noticed that -vulkan allows for that smooth zoom in/ out, which I could never do before, so something has definitely changed. I have a M1 Max 24 core GPU with 32GB of RAM.
 
I also thought about this possibility too, since Vulkan was the only renderer that was selected and is compatible with ARM/ Apple Silicon - I doubt they are using OpenGL or Metal. DX11 as you said is also out of the question as it is Windows only.

I also noticed that -vulkan allows for that smooth zoom in/ out, which I could never do before, so something has definitely changed. I have a M1 Max 24 core GPU with 32GB of RAM.
Vic 3 was OpenGL on release wasn't it (or was that CK3)?
Whichever one it was got Vulkan support later, maybe the OpenGL renderer is still around? Although that should also cause perf drops, since macOS doesn't support OpenGL above 2.0 (and even 2.0 support is "deprecated").

Okay, let's push push this further, since in theory our M1s should have similar hardware capabilities (aside from your extra cores/processing). These are my settings that do not crash. Anything vastly different on your end?

If this is caused by a specific setting, we may be able to get Pdox to fix this before their summer break, otherwise I fear that investigating the render pipeline is going to take too long given everything else that they have planned for 1.9.6
Screenshot 2025-06-29 at 16.56.37.png
Screenshot 2025-06-29 at 16.56.48.png


EDIT: Once I know what our main differences are, I can try running it as well, see if it crashes on my end with changed settings, and likewise if you can run it with settings similar to mine, we can try and figure out what exactly is breaking here.

Given it's zoom in/out, I would imagine it's map objects and/or cull distant buildings, but just bumping it up to max hasn't done much.

EDIT 2: May also be worth following https://forum.paradoxplaza.com/foru...-desktop-ctd-folders-and-cloud-saves.1550236/ and attaching the respective logs if any present ? That might help
 
I am also on the macOS 26 Tahoe Beta with the new Metal 4 capabilities but I don't believe it impacts this game (as it isn't running on Metal).

I checked the error crash logs and there were a couple of lines that stuck out to me:

I'll also concede that I did have on some graphics mods with this error log but turning them all off and seeing if it crashed still yielded the same result. Also the mods do not change the road vehicles define as noted.

[12:35:34][route_graphics_type.cpp:132]: Route graphics type has no route entities to spawn in 'gfx/map/spline_network/route_graphics/00_example.txt:29'
[12:35:34][pdx_persistent_reader.cpp:268]: Error: "Unexpected token: possible, near line: 22" in file: "gfx/map/spline_network/route_graphics/01_road_vehicles.txt" near line: 28
[12:35:34][pdx_persistent_reader.cpp:268]: Error: "Unexpected token: possible, near line: 43" in file: "gfx/map/spline_network/route_graphics/01_road_vehicles.txt" near line: 49
[12:35:34][pdx_persistent_reader.cpp:268]: Error: "Unexpected token: possible, near line: 73" in file: "gfx/map/spline_network/route_graphics/01_road_vehicles.txt" near line: 75
[12:35:34][pdx_persistent_reader.cpp:268]: Error: "Unexpected token: possible, near line: 84" in file: "gfx/map/spline_network/route_graphics/01_road_vehicles.txt" near line: 86
[12:35:34][pdx_persistent_reader.cpp:268]: Error: "Unexpected token: possible, near line: 95" in file: "gfx/map/spline_network/route_graphics/01_road_vehicles.txt" near line: 97
 

Attachments

  • error.log
    439 KB · Views: 0
I am also on the macOS 26 Tahoe Beta with the new Metal 4 capabilities but I don't believe it impacts this game (as it isn't running on Metal).

I checked the error crash logs and there were a couple of lines that stuck out to me:

I'll also concede that I did have on some graphics mods with this error log but turning them all off and seeing if it crashed still yielded the same result. Also the mods do not change the road vehicles define as noted.
You never know, Metal 4 could interact with MoltenVK in some ways (since that's just a wrapper on top of Metal, given that Apple in their infinite wisdom is unwilling to support Vulkan properly). I'm on macOS Sequoia just to make sure we eliminate that from my variables.

Having changed basically every setting to every setting now, I've tried to get it to crash the game. But I can't seem to make it happen (which is great for me, but I like finding solutions to problems, so not so great after all).

I imagine you've all tried verifying game cache and everything, I've tried it as well (in case I had a pending breakage that wasn't getting applied in some way).
This is fascinating but sadly, I think I've run out of Steam trying to figure out the issue on my end, since I cannot get it to trigger no matter what I do.

@Ilya Belkin , @solozorium can you both upload your logs from https://forum.paradoxplaza.com/foru...-desktop-ctd-folders-and-cloud-saves.1550236/ as well?
If you're having same errors as Xryphon is, then we can maybe help point PDX to the right direction early on in the week.

EDIT: It appears the forum removes non-standard emojis, so had to fix the spaces there were in.
 
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I've attached a crash log and a save where I can replicate this 100% reliably on an M2 Pro 32GB RAM. It specifically crashes when quickly zooming into or out of Mekong, the southernmost state of Dai Nam. It doesn't always crash when zooming into other places. In case it's relevant, Mekong is simultaneously in turmoil, devastated, and a word market hub for a British market area.
 

Attachments

  • victoria3_20250630_232009.zip
    29,5 KB · Views: 0
  • macos_crash_1_9_4.v3
    47,2 MB · Views: 0
V3 never had OpenGL support. It shipped with MoltenVK on Mac and never used anything else. CK3 switched from OpenGL to Vulkan at one point.

Thank you for the clarification. I'm surprised adding -vulkan to the launch settings changes something in the game render.

I'm thinking about testing with the next hotfix and if the bug is still there creating another thread. Will it increase our chances of getting into your issues database and getting classified? Or does it make more sense to keep pointing to this thread instead?

I guess that until we get a label like "Confirmed" we will not successfully report a bug. So I wonder which is a better strategy: keep building this thread and pointing to it or try our luck with a new one.
 
I've attached a crash log and a save where I can replicate this 100% reliably on an M2 Pro 32GB RAM. It specifically crashes when quickly zooming into or out of Mekong, the southernmost state of Dai Nam. It doesn't always crash when zooming into other places. In case it's relevant, Mekong is simultaneously in turmoil, devastated, and a word market hub for a British market area.
I can still replicate in 1.9.6. The patch doesn't claim to fix it, but I figured I'd check.