Description

This is marked as a regression as the option to set SM6 within the project setting is new.
Testing on NVIDIA as we speak
Issue with the same repro steps is not an issue on an NVIDIA 3000 series card

Steps to Reproduce

This is likely only an issue on an AMD card

  1. # Open EngineTest in DX12
  2. Enable SM6 within the project settings, restart the editor
  3. Once open they should crash, if not load up Lumen test map and move around
    Result: Once you move the mouse the is when it tends to crash. You will get a GPU Crashed or D3D Device Removed.
    Expected: Editor doesn't crash when using SM6
Callstack
Fatal error: [File:D:\Workspaces\MainEngineTest\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 856] pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed at D:\Workspaces\MainEngineTest\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1416 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

UnrealEditor_D3D12RHI!D3D12RHI::VerifyD3D12Result() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:856]
UnrealEditor_D3D12RHI!FD3D12Device::GetQueryData() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\D3D12RHI\Private\D3D12Query.cpp:195]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::RHIGetRenderQueryResult() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\D3D12RHI\Private\D3D12Query.cpp:111]
UnrealEditor_Renderer!FFeedbackGPUFencePool::Poll() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureFeedback.cpp:134]
UnrealEditor_Renderer!FVirtualTextureFeedback::CanMap() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureFeedback.cpp:235]
UnrealEditor_Renderer!FVirtualTextureSystem::Update() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureSystem.cpp:1383]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2203]
UnrealEditor_Renderer!RenderViewFamily_RenderThread() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4130]
UnrealEditor_Renderer!<lambda_a76ed7e999e279bc33e4579637043535>::operator()() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4381]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`61'::FDrawSceneCommandName,<lambda_a76ed7e999e279bc33e4579637043535> >::DoTask() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`61'::FDrawSceneCommandName,<lambda_a76ed7e999e279bc33e4579637043535> > >::ExecuteTask() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:761]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:650]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2123]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\Workspaces\MainEngineTest\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

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Cannot Reproduce
ComponentUE - Rendering Architecture - RHI
Affects Versions5.1
Target Fix5.1
CreatedApr 12, 2022
ResolvedSep 1, 2022
UpdatedSep 1, 2022