CONTROL Resonant Error Codes Explained: Out of Video Memory, DXGI, and More

Understanding the real causes behind CONTROL Resonant's most common error codes saves you from unnecessary hardware upgrades and wasted troubleshooting time.

By Central
Highlights
  • Nearly every 'Out of Video Memory' or DXGI error stems from a breakdown in communication between the game engine, the graphics driver, and Windows' memory management.
  • A corrupted Windows user profile with a faulty renderer.cfg file can cause errors that survive even a full driver clean installation.
  • Reducing enemy aggression and lowering particle effects in Assist Mode can lower draw calls and reduce the probability of GPU timeouts.

The most persistent myth about CONTROL Resonant crashes is that they signal dying hardware — a GPU on its last legs, a memory module failing. The truth is far more mundane. Nearly every “Out of Video Memory” or DXGI error you’ll encounter stems from a breakdown in communication between the game engine, the graphics driver, and Windows’ memory management. The hardware is fine. The software stack just isn’t playing nicely together.

Understanding what each error actually means — instead of just treating symptoms — changes how you fix them. A VRAM error isn’t always about running out of VRAM. A “device removed” notification isn’t always a physical disconnection. Here’s what each common CONTROL Resonant error code really indicates and why the typical hardware panic is usually misplaced.

A VRAM error isn't always about running out of VRAM.

CONTROL Resonant “Out of Video Memory” Error

Definition: The game engine requests a block of video memory (VRAM) that the graphics driver cannot allocate. This triggers an immediate crash with the message “Out of Video Memory.”

What it is not: A sign that your GPU lacks enough VRAM for the game. CONTROL Resonant’s system requirements list a minimum of 4 GB VRAM and recommend 6 GB. Many players with 8 GB or more see this error.

What it actually is: A failure in the memory allocation chain. The game may be leaking VRAM over time, or the graphics driver may be holding onto old allocations without releasing them. Windows’ virtual memory paging file can also interfere — if the page file on the game’s drive is too small, the system cannot swap video memory frames out, forcing the allocation to fail.

Common misuse: Players often buy a new GPU or increase VRAM capacity when the fix is simply adjusting Windows virtual memory. The recommended custom size for the game drive is 12288 MB initial, 24576 MB maximum. This gives the system enough headroom to handle the game’s allocation patterns.

DXGI_ERROR_DEVICE_HUNG

Definition: The DirectX Graphics Infrastructure reports that the GPU stopped responding to commands for longer than the timeout threshold (typically 2 seconds). The driver then resets the device, causing the game to crash.

What it is not: A hardware lockup. The GPU is still running; it’s just stuck on a single draw call or shader operation that never completes.

What it actually is: A driver timeout. This usually happens when a new graphics driver introduces a regression in how it handles the game’s specific rendering pipeline. The most effective fix is often rolling back the driver to a previous version — not updating to the latest. Newer drivers are not always more stable for every game.

Common misuse: Users blame overheating or insufficient power supply. While possible, the far more common cause is a driver that is too aggressive with its timeout detection or a shader cache that has become corrupted. Clearing the DirectX shader cache via Disk Cleanup resolves many of these hangs instantly.

DXGI_ERROR_DEVICE_REMOVED

Definition: The graphics device was removed from the DirectX pipeline while the game was running. The message suggests the device was physically disconnected or the driver initiated a reset.

What it is not: A loose cable or failing GPU slot. Physical removal is almost never the cause on a desktop PC.

What it actually is: The driver detected a condition it considered fatal — typically a series of device hung events that exceeded a threshold — and reset the device to prevent further instability. The game crashes because the rendering context no longer exists.

Common misunderstanding: This error is often confused with a hardware failure. In reality, it is the driver’s safety mechanism. The solution is the same as for device hung: revert to a known-stable driver version, or if you are using an overclock, disable it. CPU or GPU instability from overclocking is a direct trigger for this error.

“Out of Video Memory Trying to Allocate a Rendering Resource” (Variant Text)

This variation of the VRAM error appears when the game tries to allocate a specific buffer (e.g., a shadow map or texture atlas) and fails. It is more specific than the generic “out of video memory” message.

What it indicates: The game’s graphics settings are too high for the current VRAM budget. Lowering texture quality, shadow resolution, or view distance directly reduces the size of these allocation requests. This is one case where the error genuinely points to a VRAM limit, but only if all other allocation fixes (virtual memory, driver rollback, shader cache clear) have been tried first.

Crash to Desktop (CTD) Without Error Code

Definition: The game closes abruptly with no error message. The user sees the desktop with no explanation.

What it is not: A random event. There is always a trigger.

What it actually is: Often an unhandled exception that the engine cannot report — frequently caused by mod conflicts, corrupted save files, or antivirus software blocking game processes mid-execution. Without an error code, the fix list is broader: disable mods, verify game files, allow the game through firewall and antivirus, and perform a clean boot to eliminate background service interference.

Black Screen on Launch (No Crash)

Definition: The game appears to run (sound plays, taskbar shows it as active), but the screen remains black.

What it is not: A monitor or cable issue. The game’s rendering is initializing but failing to present frames.

What it actually is: A conflict with the display mode — fullscreen optimizations, HDR, or a mismatch between the game’s resolution and the monitor’s native resolution. The fix list includes disabling fullscreen optimizations in the game’s EXE compatibility settings, running the game in Windows 8 compatibility mode, and forcing DirectX 11 via launch options (-dx11codecodecodecode).

How Fix Choices Reveal the Real Cause

Look at what works most consistently across all these errors: verifying game files, clearing shader caches, updating or rolling back graphics drivers, and adjusting virtual memory. These actions do not touch hardware. They repair broken communication paths between game and system.

If you replace the GPU and the crash returns immediately, you have learned nothing. If you adjust virtual memory from 16 GB to 24 GB and the “Out of Video Memory” error disappears, you have confirmed the real problem was page file starvation, not VRAM size.

The most revealing diagnostic is the driver rollback. When a newer driver introduces DXGI errors that an older driver does not, the fault lies in the driver code, not the hardware. This is why the source material recommends both updating and rolling back — the correct direction depends on which driver your system was originally paired with.

Assist Mode and Memory Pressure

One nuance not covered in most fix guides: CONTROL Resonant’s assist mode settings can indirectly affect memory usage. Reducing enemy aggression and lowering particle effects reduces the number of draw calls the GPU must handle, which lowers the probability of timeouts. Lowering in-game graphics to “Low” and disabling ray tracing (if supported) cuts VRAM pressure significantly. This is not a permanent fix but a diagnostic step — if the game runs without errors on lowest settings, the issue is allocation capacity, not driver integrity.

The Edge Case No One Talks About

There is a scenario where these errors appear on a system that passes every test — ample VRAM, stable drivers, clean boot. That scenario is a corrupted Windows user profile. The game’s configuration files are stored in AppDataLocalRemedyControl Resonantcodecodecodecode. If the renderer.cfgcodecodecodecode file becomes corrupted, it can cause the engine to request an impossible buffer size. Deleting or renaming this file forces the game to regenerate a fresh configuration. This fixes errors that survive even a full driver clean installation. Most troubleshooting processes skip this step, which is why some players never resolve their crashes until they nuke that single file.

**

DECIDED: type=glossary/dictionary | style=analytical | tone=neutral | words=1450

Questions answered
  • What does the 'Out of Video Memory' error in CONTROL Resonant actually indicate?It indicates a failure in the memory allocation chain, not necessarily a lack of VRAM. The game may leak VRAM or the driver may hold onto old allocations.
  • What is the DXGI_ERROR_DEVICE_HUNG error?It is a driver timeout where the GPU stops responding for over 2 seconds, usually due to a driver regression, not a hardware lockup.
  • How can adjusting Windows virtual memory fix the 'Out of Video Memory' error?Setting a custom paging file size of 12288 MB initial and 24576 MB maximum on the game drive gives the system enough headroom to handle allocation patterns.
  • What is an overlooked fix for persistent errors?Deleting or renaming the renderer.cfg file in AppDataLocalRemedyControl Resonant forces the game to regenerate a fresh configuration, fixing errors from corrupted files.
  • Does lowering graphics settings help diagnose the issue?Yes, running on lowest settings with ray tracing disabled reduces VRAM pressure; if errors stop, the issue is allocation capacity rather than driver integrity.
Share This Article