Summary
The game’s private memory (Task Manager “Commit size”) grows in a straight line by about 130 to 160 KB per rendered frame, in matches and in the idle lobby. VRAM stays at 4 to 7 GB of 24 GB. After about 700,000 rendered frames the process is at roughly 100 to 104 GB of commit, D3D12 CreateCommittedResource returns E_OUTOFMEMORY (D3D12PoolAllocator.cpp:547), and the game crashes with “Out of video memory trying to allocate a rendering resource”. At 120 fps that is about 95 minutes of play. First seen on v42.10 (2026-09-03), still present on v43.00 (CL-59596594).
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
- Launch Fortnite on PC with DirectX 12.
- Play matches or idle in the lobby.
- Watch the game’s “Commit size” in Task Manager. It grows in a straight line, about 130 to 160 KB per rendered frame.
- After about 700,000 rendered frames (about 95 minutes at 120 fps) the game crashes.
Expected Result
Memory stays flat over a long session. v41.20 to v42.00 ran for 20+ hours flat on the same PC, drivers and Windows.
Observed Result
Commit reaches roughly 100 to 104 GB and the game crashes with “Out of video memory trying to allocate a rendering resource” (D3D12 CreateCommittedResource E_OUTOFMEMORY, D3D12PoolAllocator.cpp:547) while VRAM is mostly free.
Key detail: eight out-of-memory crashes all died between frame 698,772 and 701,030, even though Windows still had anywhere from 0.6 GB to 21.9 GB of commit free at the time. The limit is inside the game process, not system memory. 13 memory-related crashes since v42.10 (9/4, 9/12, 9/13, 9/15, 9/22, 9/26, 10/7, 10/18, 10/20, 10/25, 10/26, 10/30, 11/2), none before it.
Platform(s)
PC. Windows 11 Pro build 26300, Intel i9-14900K, 48 GB RAM, RTX 3090 24 GB (NVIDIA 621.01; also tested 610.74, 616.92, 617.42) plus a headless GTX 1650 SUPER. DirectX 12, 2560x1440, TSR, 120 fps cap.
Additional Notes
Build: v43.00 (CL-59596594). This happens in Battle Royale and in the lobby. The form has no Battle Royale option, so it is filed under Creative.
What changed in v42.10, from my logs: startup now sets r.D3D12.MaximumFrameLatency=1 and creates the swap chain with a frame-latency waitable object. Neither appears in any v42.00 log.
Already ruled out, each measured with a 10-minute commit sampler: Reflex on and off, Performance mode (D3D12 ES3.1), exclusive fullscreen and windowed fullscreen, a lower fps cap (only slows it per minute), Resizable BAR off, the second GPU disabled, factory-default settings, four NVIDIA driver versions including a clean install, all overlays off, Verify plus a cache clear.
Workaround: quit to desktop and relaunch about every 90 minutes.
Full logs and crash folders are available on request.
