Dear @ABrown_CIG ! I really appreciate all of your comments you write under these posts since they are always so detailed and I simply love reading them. Please keep that up! In the current VERSION 4.5.0-PTU.10825836 and every version previously that included the new Vulkan goodies, most AMD Gpu users have ran into issues during shader compilation. Excuse me for not knowing proper terms but ill write it down with the words I know. During shader compilation, usually our memory usage should reach a plateau and just hover around a number until it finishes compiling. As I understand it, what happens is that as the shaders get compiled, the system uses X amount of memory to do that task in, and will dump already compiled ones as it needs to, kind of like a conveyor belt of sorts. Now the issue is, for AMD Gpu users (potentially AMD 90xx users might not experience it) that memory number that the game will work in to work on the shaders, is not static, and the "old" shaders dont get discarded from it. This results in the game pretty much eating your systems all available memory and leading to crashing the game / system / driver whatever. Depending on settings, this can eat up about 130 - 180 gigs of memory. There is an issue council ticket for this, and QA aknowledged the issue, plus I reckon you guys have seen the increased crash reports so Im sure its being worked on, however a status update for this, would sooth my heart and most likely would for other player's as well. This seems to be the ticket for this issue, as far as im aware: OOM Vulkan CTD - Digest: 6f9ee60ec32bdbc4fdcf819463fbd1ce https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-179361 Workaround for players needing advice: You can navigate around this problem with two different solutions. Solution A: Using the graphicsettings.json file in your shaders folder, you may manually change your renderer back to DX11 and just forget about this issue until its resolved in public builds. (you can also do this throught the menu, or config files, however you see it fit). The downside is obviously that you cant really take advatage of the newer features, and this workaround will stop working if CIG decides to axe DX alltogether without resolving this issue. Solution B: This is somewhat more drastic if you dont have the availbable space for it, and might require you to do one single google search, but I find it way more appealing then the above method. Since the game, wants to use upwards of 160 ish gigabytes of system memory, why not just give that much to your game? Windows and other operating systems, starting from the very early days, allow you to use your storage devices as swap (virtual) memory, which will somewhat act similarly to physical memory, albeit a lot slower. However, this is perfect for our usecase. Google how to change your pagefile size on Windows and set it to about 130 gigs if you have 32gigabytes of physical memory, and intend on using high ish settings. Obviously the size depends on your own settings / hardware. I dont recommend keeping it at auto, because the operating system's own allocation can be really slow and may act after its too late. Also, its recommended to set this on your OS drive, and please dont use pagefles on HHDs. This is only a short term solution, since it wastes a lot of space, might potentially affect your drive's lifetime and just in general doesnt fix the issue, just provides a workaround. Once 4.5 hits LIVE, and you've gotten throught compiling your shaders after changing all of your desired settings, the game shouldnt need to recompile your shaders anymore, unless you change something, so Id recommend setting your pagefile back to where it was previously. (Please do not throw stones at me for that explanation, I sincerely hope it was at least somewhat accurate and understandable for the majority of folks.) I hope I didnt say too many stupid things, and thank you for your time, have a nice day! PS: maybe any updates regarding why amd drivers above 25.9.1 are so problematic?