thalixte wrote: I confirm the pb. Tested on Control DX12, and the error log is similar to the one posted above:

2019-11-03T12:02:14:954 [12904] | INFO | Loading image files for textures ... 2019-11-03T12:02:25:930 [12904] | ERROR | Failed to map constant buffer! HRESULT is '0x887a0005'! 2019-11-03T12:02:25:931 [12904] | ERROR | Failed to map constant buffer! HRESULT is '0x887a0005'! 2019-11-03T12:02:25:933 [12904] | INFO | Redirecting IDXGISwapChain::SetFullscreenState(000001AB72667330, FALSE, 0000000000000000) ... 2019-11-03T12:02:25:979 [12904] | INFO | Redirecting IDXGISwapChain::ResizeBuffers(000001AB72667330, 0, 1920, 1080, 0, 0x802) ... 2019-11-03T12:02:26:041 [12904] | INFO | Destroyed runtime environment on runtime 000001AB726750B0. 2019-11-03T12:02:26:045 [12904] | ERROR | > IDXGISwapChain::ResizeBuffers failed with error code 0x887a0005!

Hmm seeing how the compiled 4.3.1.600 something .dll from just a few days ago worked it has to be one of the newer commits no?October 30th and newer then since from memory the date of that .dll file was October 28th.And then minus the Vulkan commits and it should be possible to track it down.Depth buffer detection code perhaps and the new parameter for that?Just a thought though, there's a new heuristics option that defaults to 1 / true but it could be something in the code unrelated to any of the new exposed options.EDIT: Heuristics would be this setting from the config file for each respective API supported.Defaults to 1 but I added it with a value of 0 for testing purposes instead.[DX9_BUFFER_DETECTION]UseAspectRatioHeuristics=0[DX10_BUFFER_DETECTION]UseAspectRatioHeuristics=0[DX11_BUFFER_DETECTION]UseAspectRatioHeuristics=0[DX12_BUFFER_DETECTION]UseAspectRatioHeuristics=0[OPENGL]UseAspectRatioHeuristics=0[VULKAN_BUFFER_DETECTION]UseAspectRatioHeuristics=0I just use a singular settings file though so any new cvars are simply added in as new versions of ReShade comes out and can be tested from a disabled state first and then enabled.(Mostly, sometimes it's enabled or it's something that's not just true/false or 1/0)Doubt it's that easy though, it's probably one of the other commits for D3D since that's what there is so far for the games reported to crash.(Control and D3D12 standing out a bit but that might help narrow it down a bit further, possibly.)EDIT: And there's also a bunch of logs ending around the swap chain so it could be something like this unused mutex commit.I'm not sure though, Crosire or one of the other code submitters could probably track it down once it can be replicated and tested and then a 4.4.1 hotfix I'm thinking would solve it.EDIT: Typos, missing character, character in the wrong place and a ton of other possibilities. Debug symbols and other data and a more extensive logging feature might narrow it down though the compiled release version doesn't have all that but a lot of the earlier commits can be left out if the compiled unoffiicial WIP builds from just a week or so ago come up clean and working meaning it's almost certainly something in the last batch of code updates from the Github repository and testing is narrowed down a bit as a result if it could be something like that without complicating it further or some other issues or regressions or game specific issues.