There’s another canary build that hopefully fixes this too, but I’m not very hopeful about that (no evidence it will and it doesn’t happen here no matter the GPU driver version ).
… great, so now we can’t confirm or deny whether or not this is any better/worse with changes we do, and you ignored my message asking to check current canary.
You’re going to have to take it up with NVIDIA however if it’s also a regression on their end, we haven’t been able to reach them at all at any point now or in the past.
I was on the latest build of canary and I also faced issues with “analysing game data”. Took roughly 3-5 minutes to opens fivem. My apologies on not clarifying.
Yeah, this is indeed an NVIDIA driver bug then where as long as anything calls ID3D11DeviceContext::Flush, a call to D3D11CreateDevice on another thread will hang for a very long time on some driver-internal lock… but somehow only for whatever settings/GPU generation/… you folks are using. What makes is worse is that the default stage of doing this out-of-process works fine, but that leads to this ‘UI lag’ thing due to Microsoft being unwilling to fix a bug on their end.
We can’t do much here without either Microsoft’s or NVIDIA’s cooperation, sadly.
Yeah, at this point it’s down to NVIDIA. There’s nothing the FiveM devs can do. Latest driver is 496.76 btw, that once was released on 18th and works fine afaik