Hitman 2 - constant crashing with 0x80000003

I came back to Windows 10 to try again today and crash after 5min in Ghost mode :

I’m going back to Linux… Thanks Valve for making that possible and play in good condition.

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After Months, The Solution is… install ubuntu… nvidia drivers & steam with beta too access steam play… i can play on Ultra settings… No Problem… Thanks forum for this info… works very well :slight_smile: thx & mfg

IOI: Bring back DX12 or make a Vulkan renderer :pray:


Hi there, im getting random crashes here as well

RTX 2080 (non ti)
Windows 10
i7 8700
16 gigs ram

Random, I followed some fixes like turn of picture on picture, but that did nothing and infact made it worse. I enter rooms and it crashes, a guard gets suspicious and it crashes. It seems to be very random and and different times too. Has anyone got a solid fix? Does IOI know about this issue?

I understand RTX cards are new, and not everyone has optimized their engines for it, i’m happy to wait as long as IOI accepts there is a problem and they are working on it.

Update: Just tried turning down all the graphics to Normal. Did not work, and just made it worse.

For the crash with RTX GPUs, nothing, not even a workaround.

IOI acknowledged this issue 5 weeks ago and works actively with Nvidia on it. This problem happens to me since november 9th 2018.


I think I finally found a workaround for RTX crashing issue on Windows !! Non-RTX owners with 0x80000003 issue can try it too :slight_smile:

Download the latest version of DXVK on github (dxvk-1.0.tar.gz) :


Decompress it with WinRAR or 7-Zip and copy d3d11.dll and dxgi.dll x64 files into steamapps\common\HITMAN2\Retail folder.

You can add a new environment variable (search environment variable in start menu of Windows) to show the DXVK’s HUD ingame :

Start the game and enjoy Vulkan translation !

You may have some compilation stutter until the shader cache is built up, it takes a few minutes on each maps, after the game runs smoothly. Performances could be ~10/15% lesser than without DXVK, which is expected.


Gave Vulcan a try, the FPS seems about 20% faster but it crashed after 20 minutes

Faulting application name: hitman2.exe, version:, time stamp: 0x5c49a4cb
Faulting module name: hitman2.exe, version:, time stamp: 0x5c49a4cb
Exception code: 0xc0000005
Fault offset: 0x0000000000d37100

It wasnt 0x80000003 at least.

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This should fix only the 0x80000003 related to shader for turing and maybe pascal GPUs, not the 0xc0000005, I do not often have this one, a few times a month I think (4 times in January).

Usually 0xc0000005 happens after an hour or two, so I think the vulcan DLL’s may cause more 0xc0000005 crashes, or maybe it was just a coincidence.
I’ll do more testing…

@Fortheseven Hey m8, try this solution with your RTX2080, it could help you :smiley:

This works! thanks!

Went to do the elusive target and then i died.


@Hardware Thanks for the Idea, but dont worked for me. But now it has another Error Code.

This only fix the 0x80000003 crash with RTX GPU, sorry mate.

Yep this ist my usually Crash Code Hitman 2 - constant crashing with 0x80000003

Seems like the Vulcan DLL’s has resolved the 0x80000003 crash, I played for hours and reloaded saves 20+ times, and played in Fullscreen … no crash.
Looks very promising :+1:

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I get the feeling there’s been some serious miscommunication going on here as you’ve clearly misunderstood or misconstructed several things i’ve said.

First, i wasn’t trying to be insulting with the comment about your experiance of how programs work. it was more an expression of frustration. I’ve seen developers struggle with this kind of thing many times. Between that, the communication they gave on the causes and difficulties tracking it down and my own modding experiance, (much less relevant but still), i’m very aware of how complex the tracking down of bugs can get sometimes. And your responses have not been in line with someone with the requisite level of knowledge involved in tracking bugs of this nature down, or even my own intermediary level of knowledge.

At no point did i say you should try fresh installing windows or the game. I was talking about the steps you have to be able to take and still get the bug to appear on demand.

Fixing a bug like this requires what is known as a reproducible test case. This seems to be a concept many people here are completely unfamiliar with.

A reproducible test case is not “can i make X crash happen”.

A reproducible test case requires making the bug happen at a specific time and place in the program regardless of what settings you tweak or play with. In effect you have to be able to go “do this, then this, then this, and X seconds later the game will crash when you are at position Y”

A reproducible test case is important for tracking down the cause, (especially if it’s due to an interaction between your multiple pieces of software), but also for confirming you’ve actually fixed the bug.

Without one you can’t 100% confirm you’ve fixed the bug instead of just making it significantly rarer or some such.

The other point i was trying to make is that even if you can track down exactly which line of code is the problem. that dosen;t mean you can just fix it. You have to understand why that line of code is causing the issue. And if there’s nothing wrong with how the code is written then that means the issue isn’t that line of code alone, but how it’s interacting with someone else’s code. And is it interacting badly because their code has a bug in it, or is it some incompatibility between them.

Only when you’ve got all of that sorted can you truly fix the issue.

I assume for the environment variable we just copy over what’s in the screenshot yes.

Honestly if where getting rid of a bunch of issues by switching away from the DX11 i wonder if the windows october update doesn’t have somthing to do with this. Anyone on an older build of win 10?

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I had 0x80000003 crash with both 1803 and 1809.

Only two solutions work for me. Use my old GTX970 instead of RTX2080 or use DXVK to translate DX11 calls to Vulkan.

Cheers for the link explaining that variable. Really odd that changing the rendered fixs it then if it’s so hardware specific but not tied to software stuff for that hardware specificlly. How is DX11 supposed to handle Int math alongside FP math, i know turing included a big change in how the hardware handles that. It’s got to be somthing about how Turing handles things thats causing the way the games DX11 implementation to run to error. But it’s such an oddity.

You not really change the renderer, you add another layer. DX11 is still used by the game but GPU receives Vulkan’s translated calls.

Game :arrow_right: DX11 :arrow_right: DXVK :arrow_right: Vulkan :arrow_right: GPU

Glad to help.

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