Quick answer: Recreate render targets and swap chain at the new size, update anything that cached the old dimensions, and handle the resize event before rendering the next frame.

A crash on resolution change is mishandled render-target recreation. Handling the switch fixes it. Here is how.

How to fix it

1. Recreate targets at the new size

Changing resolution invalidates the swap chain and render targets. Recreate them at the new dimensions before rendering, rather than using the now-invalid old ones, which crashes.

2. Update cached dimensions

Anything that cached the screen size — UI layout, render target sizes, projection — must update to the new resolution. Stale cached dimensions cause mismatches and crashes after the switch.

3. Handle the event before rendering

Process the resolution-change event and finish recreating resources before the next render. Rendering mid-switch with partially recreated resources is a common crash point.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.