Frankly, I don't know what you all are doing to your PCs to make the Windows Store so unreliable.
"Works for me" is never a good argument given the diversity of the PC ecosystem. With UWP, Microsoft had the opportunity to build a more reliable and robust platform from scratch. Yet people are still having all sorts of issues with it. At this point, the chances I'll be buying a UWP game are about as good as me buying a GFWL one.
"Doesn't work for me" is just as bad.
To be clear, I have had problems installing things from the Windows Store before. They were all solved by running wsreset.exe. But the benefits have far outweighed the issues. Having a single software repository that remembers what I purchase, downloads things in a single click, keeps everything up to date automatically, uninstalls everything cleanly, built directly into the OS is absolutely beneficial.
The point isn't whether it works for you or not. It's that Microsoft had the chance to apply the lessons learned from their own (and others) experience to produce something more reliable and easier to troubleshoot than the competition. Instead, it appears they did the opposite.
Except in this case, the crash was caused by a 3rd party application that's been shown to crash numerous other games as well.
TLDR: Get rid of your software that tries to hook executables to monitor performance. It causes issues with more than just UWP apps.
How is a normal user supposed to discover this? From the article:
When standard Windows executables fail to turn over but don't crash as a result of, say, a power surge or other hardware-specific failure, error codes and crash notices are common—and they're often easily exposed by crash logs. UWP apps keep that kind of information under wraps
The point here is that Microsoft chose to obscure any sort of error reporting, making troubleshooting far more difficult.
I like how UWP games seem really lightweight with less jank than Win32 counterparts. Like alt+tabbing out of fullscreen games is often really slow and janky on Windows as D3D resources get reset and have to be restored, etc. And I'm always crossing my fingers that it doesn't crash in the process, but UWP never skips a beat.
The Rivatuner Statistics Server has been notorious for causing issues in many games for so very long. It's literally the one thing UWP can not be blamed for causing. The obfuscation of installed files, horrible track record with UWP specific issues (like initially forcing v-sync on in games), and authentication issues are a different story.
Just do a Google search for: riva statistics server causing game crashing
One of the first links is to someone in the Steam forums complaining that Afterburner with Rivatuner Statistics is causing their games in the Steam Library to crash. Disabling the Statistics Server should be the first move if a game doesn't launch or crashes shortly there after.
How is that any different for the myriad of games bought via Steam, Origin, Uplay, or GOG? All services that offer games which crash when the Rivatuner Statistics Server is running with Afterburner, leaving you with the same generic application stopped working message? There's a reason that in every thread about crashing games, people mention Afterburner and disabling the Statistics Server or just not running Afterburner at all.
The Rivatuner Statistics Server has been notorious for causing issues in many games for so very long. It's literally the one thing UWP can not be blamed for causing. The obfuscation of installed files, horrible track record with UWP specific issues (like initially forcing v-sync on in games), and authentication issues are a different story.
Just do a Google search for: riva statistics server causing game crashing
One of the first links is to someone in the Steam forums complaining that Afterburner with Rivatuner Statistics is causing their games in the Steam Library to crash. Disabling the Statistics Server should be the first move if a game doesn't launch or crashes shortly there after.
The error logs I found for you all show RTSSHooks64.dll in them a bunch.
There's a performance overhead running Borderless Windows compared to Exclusive Fullscreen. It's not much these days, but it's there.I like how UWP games seem really lightweight with less jank than Win32 counterparts. Like alt+tabbing out of fullscreen games is often really slow and janky on Windows as D3D resources get reset and have to be restored, etc. And I'm always crossing my fingers that it doesn't crash in the process, but UWP never skips a beat.
Just run games in borderless windowed mode. Same difference. Giving full screen control makes alt-tabbing a more risky proposition than when running games in a borderless window.
My problem with articles like this are they are anecdotal, so this person has a hard time with UWP games, but I didn't see the research or evidence to back up this is a widespread problem for a lot of people. I play multiple UWP games including Forza Horizons 4 on my PC and have never had any problems.
So yet again, we get another opinion piece, which I personally think are garbage by their nature.
In a world where Steam has existed for fifteen years and Microsoft has had multiple visible failures in this very area, in this very core OS functionality, I am absolutely baffled by this. They're moving backwards and the competition isn't actually that good right now.
Fortunately I haven't yet encountered a UWP exclusive that I've wanted to play, but this just further reinforces my instinctive distrust of UWP.
I'm not going to play a game that I can't mod, edit, or use a trainer with to skip the boring bits on subsequent playthroughs. I'm sure as hell not going to police my background processes to turn off useful utilities just to make Microsoft happy.
I've been enjoying the kindler, gentler MS of the last decade, but this honestly feels like the bad old days of the late 90s, when MS abused its market dominance to dodge competition and dictate customer behaviors.
UWP can DIAF. At this point, if there's a UWP game I want, it's pretty likely that I'll buy it and then download the de-UWP'd pirate version to actually install and play.
I'm pretty baffled by this article. I'm far from being a computer expert. I'm no where near being a tech journalist. I'm a hobbyist and a gamer. Granted, my first game machine was a 386 which familiarized me with the arcane magic of memory managers and the like so my approach to crashes with new games is fairly methodical.
But this article is a fairly WTF?
Sam was running Afterburner the entire time.
The most basic trouble shooting step is to turn off (and not even start) background processes, especially those that hook into low level systems. Plus, any half-hearted attempt at searching for crash causes on the internet would have pointed one quickly to OSD utilities (and not just in the UWP enviroment).
I have to admit that this article shakes my faith a bit in Sam's professional competence.
If it was so simple to fix, why didn't Microsoft and the Forza team find the solution immediately?
The point is that UWP's error reporting is poor, its problem mitigation solutions are limited, and for a sandbox system that's supposed to separate and protect apps from each other, it doesn't even do its damned job.
Many people run low level programs all the time, for programming, debugging, content creation, and yes, recreation. Windows Store and UWP app developers need to accommodate users, not the other way around.
The funniest part is that with the new Wine integration in the Linux Steam client, I've actually played a few Windows games in Linux recently to try it out, and they just worked seamlessly, without any of the frustration that people seem to be having with UWP. It would be funny if Steam on Linux became a better platform for distributing and playing Windows games than Windows Store on Windows.This entire escapade sounds eerily similar to my own ill-advised adventures with getting cracked game executables running under an old version of Wine. I haven't done any recently, but I did once have quite the collection. The Elder Scrolls series up to Oblivion, the Mass Effect trilogy, Fallout 1-3, and a handful of others, all running under Linux with varying degrees of success and shader glitches. It's a delicate game of config file hacks and dark magic gleaned from obscure forum posts.
Now, I mostly just run Steam. As fun as it was, I ain't got time for these kinds of shenanigans anymore. Honestly, I'm astonished that a modern, paid product like this has glitches on par with my jury-rigged Linux nonsense.
Funny thing, it wasn't Afterburner causing your issue, it's another bit of software associated with it that runs in the background called RivaTuner Statistics Server(RTSS). Usually, a pretty useful piece of software, but sometimes clashes with some games.
Last night, after buying FH4 I ran into the same issue. Usually, I'm able to add the game's exe in RTSS, and turn it off for that game; however, when I attempted to add the ".exe" Windows blocked me saying RTSS needs privileges to do so. What a pain, instead I just ended up turning off RTSS, and leaving Afterburner running.
Agreed, and to clarify, I generally do NOT use RTSS, which is why I didn't mention it in this article. Once a game is working, I'll toggle it simply to check frame time performance.
You actually can, technically, but the folders are always deliberately buried and their names are basically gobbledygook (I think they're hashes).In particular, you can't scroll through Windows Explorer folders (even "hidden" ones) and dig up installed UWP files, let alone see where they're installed or exactly which files and folders demand the most space on your hard drive.
I wonder if Windirstat would be of any help.
I'm pretty baffled by this article. I'm far from being a computer expert. I'm no where near being a tech journalist. I'm a hobbyist and a gamer. Granted, my first game machine was a 386 which familiarized me with the arcane magic of memory managers and the like so my approach to crashes with new games is fairly methodical.
But this article is a fairly WTF?
Sam was running Afterburner the entire time.
The most basic trouble shooting step is to turn off (and not even start) background processes, especially those that hook into low level systems. Plus, any half-hearted attempt at searching for crash causes on the internet would have pointed one quickly to OSD utilities (and not just in the UWP enviroment).
I have to admit that this article shakes my faith a bit in Sam's professional competence.
If it was so simple to fix, why didn't Microsoft and the Forza team find the solution immediately?
The point is that UWP's error reporting is poor, its problem mitigation solutions are limited, and for a sandbox system that's supposed to separate and protect apps from each other, it doesn't even do its damned job.
Many people run low level programs all the time, for programming, debugging, content creation, and yes, recreation. Windows Store and UWP app developers need to accommodate users, not the other way around.
It is also curious in light of all the talk about how UWP is so great because it's all sandboxed and secure and such.
I would not have been surprised by a "UWP game broke my FPS overlay utility that does borderline malicious things to the running game to gather data" report(and I understand that a number of useful but architecturally adventurous utilities are broken in this context).
But that's not what happened here: the afterburner components were not only able to interfere with the game without any architectural/permissions interference; and the UWP context apparently frustrated even the efforts of Microsoft's people to diagnose the issue.
What's the deal? Are the actual architectural security measures markedly weaker than generally described? Is this one of the 'centennial' cases where Microsoft agreed to describe a mostly-win32 lump as UWP so long as a little wrapping was done and it went in the app store?
That I do not understand.
I haven't had much experience with UWP games, but the few I've tried have worked without issue. Just finished playing Gears 4 with a Game Pass trial.
I wonder if there are issues with any other overclocking software. EVGA Precision seems to work fine.
On my machine, UWP refuses to work through a VPN. For instance, IE works without issue, while Edge passively aggressively suggests I make sure I got the right web address (or search for bing.com on Bing). Since I only use internet through a VPN — as a matter of basic hygiene — I am spared any interaction with UWP.
While I'm no fan of UWP. There are games I've bought via both Steam and GOG that also crash if MSI's Afterburner is currently running in the background..
On my machine, UWP refuses to work through a VPN. For instance, IE works without issue, while Edge passively aggressively suggests I make sure I got the right web address (or search for bing.com on Bing). Since I only use internet through a VPN — as a matter of basic hygiene — I am spared any interaction with UWP.
I suspect you're recalling https://blogs.msdn.microsoft.com/oldnew ... 7/?p=35923I haven't had much experience with UWP games, but the few I've tried have worked without issue. Just finished playing Gears 4 with a Game Pass trial.
I wonder if there are issues with any other overclocking software. EVGA Precision seems to work fine.
No one here is going to like this at all, but that was my first thought. Not the software, the overclocking.
I recall an article years ago where Windows users were reporting a specific error message. Unable to figure out what caused it, Microsoft turned to Intel who told them that there was NO instance where the processor should report the error to the OS.
MS requested more information from a 100 user sample. more than 90 of the machines were overclocked, more than 70 without the user knowing it (or reporting that they knew it). These machines were probably overclocked at the factory and sold at higher speeds back when it was a simple jumper swap to change the modifier.
The fact that your overclocked machine will run certain benchmarks or games or run cool or whatever you regard as a "stable overclock" doesn't mean it won't cause problems in other situations.
My question to the author would be if he set his hardware back to the factory speeds and voltages and tried all this mess then. While I applaud the effort to get the most out of the hardware, it should be the first thing you do. Perhaps UWP is just more sensitive to such things.
I like how UWP games seem really lightweight with less jank than Win32 counterparts. Like alt+tabbing out of fullscreen games is often really slow and janky on Windows as D3D resources get reset and have to be restored, etc. And I'm always crossing my fingers that it doesn't crash in the process, but UWP never skips a beat.