Game Version: 20260708.13735.W-300510
Platform: Steam windows
Mods: Active
If you have used mods before, please list them: 786 mods installed via the CurseForge integration, 0 active in the affected save.
Hardware Specifications & Operating System (OS version, CPU, GPU, RAM, storage…):
OS: Windows 11 25H2 (build 10.0.26200.8737)CPU: AMD Ryzen 7 9850X3D 8-Core Processor
GPU: NVIDIA GeForce RTX 4070 Ti, 12GB VRAM, driver 610.62
RAM: 32GB
Issue Date: 2026-07-09
Error Message: The crash log reports a “GPU Crash” (“GPU Crash dump Triggered”). In plain terms: my graphics card stopped responding and Windows force-reset it, which crashed the game. This isn’t a normal software bug/exception — it’s a hardware-level timeout.
CrashType: GPUCrash
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Details:
Summary: Opening the Curseforge UI screen crashes the game (GPU device removed) on this build, with a library of 786 installed / 0 active mods.
Steps to reproduce:
- Have a CurseForge-managed mod library with roughly 700+ mods installed/subscribed.
- Launch inZOI and reach the main menu.
- Go to Mods > Add Mods > CurseForge.
- The game freezes for several seconds, then crashes
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Why this is happening: Based on the game’s own crash diagnostics, is that when the CurseForge UI opens, it tries to load a preview picture for every single installed mod, all 786 of them at once, rather than only loading pictures for the mods currently visible on screen (the way most apps with long scrolling lists work, similar to how a photo app doesn’t load every photo in your library into memory just to show a thumbnail grid). With a library this size, that adds up to more graphics memory than a single consumer graphics card can hold, even a fairly high-end one like mine (12GB). The card runs out of room, stalls trying to catch up, and Windows kills it after a few seconds of no response.
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This does not appear to be a CurseForge issue. CurseForge’s role here is limited to account login, keeping track of which mods I’ve subscribed to, and downloading the mod files/images to my PC. The part that actually crashes — deciding how many thumbnail images to load into graphics memory when the Mod UI screen opens, and how to manage that memory — is handled by inZOI’s own game engine code, not anything CurseForge controls. I confirmed this by adjusting an inZOI/Unreal Engine graphics memory setting directly (see below) and seeing it change the crash’s severity, which wouldn’t happen if this were on CurseForge’s end.
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What’s changed since the update (comparing to the same crash on the previous build):
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The game now reserves more graphics memory by default for loading textures/images (roughly 7GB, up from under 1GB before). This looks like a genuine attempt to fix this issue.
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Thanks to that change, the amount the game overshoots by is much smaller than before — it’s now asking for about 70% more memory than it has reserved, instead of about 18x more like before the update. That’s real improvement.
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However, it still isn’t enough. The game still asks for around 12GB of image data for the Mod UI screen, and with everything else the game needs running at the same time, that still overflows past what my 12GB graphics card can provide — so the crash still happens, just slightly less severely than before.
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I also confirmed this isn’t about my PC running low on other resources: this time I had nearly 20GB of free regular RAM available when it crashed (compared to under 3GB in earlier crashes), and it still crashed the same way. That points squarely at the amount of image data being requested as the real problem, not anything about my system being low on resources in general.
CrashFiles.zip (407.9 KB)
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TLDR: The update made a real, positive change (reserving more memory for mod images), but it doesn’t yet fully fix the problem for players with large mod libraries like mine. The underlying issue — loading too many mod preview images into memory at once — still needs to be addressed on the loading/display side, most likely by only loading pictures for mods currently visible on screen rather than the entire installed list.