Description

Current steps describe the problem related to "Video memory has been exhausted (#### MB over budget). Expect extremely poor performance" on the AMD video card. In this case, the steps cause the GPU crash window almost immediately. After clicking OK button, the crash report client window appears. In a case with Nvidia GPU crash, this window may not appear.

The behavior of the editor with the Nvidia video card is described in this bug: [Link Removed] 

General description of the problem: This problem occurs when adding additional cells to the World Partition world, and then adding Water Body Ocean to the map. In the case of AMD, the editor goes to GPU crash almost immediately. In the case of Nvidia video card, the editor can continue to be used. But if you exceed the limit even more, you can also get GPU crash window, sometimes without crash reporter window after clicking Ok button.

Important, after closing/switching the map, the GPU memory is not unloaded and remains loaded over budget until the user restarts the Unreal Engine. Attempts to switch DirectX to 11, reduce the quality of the displayed graphics in viewport, remove water components from the map do not work.

Not a regression, reproduces on P4 //UE5/Main - 23095697

Repro Rate: 3/3

Steps to Reproduce

Steps to reproduce:

  1. Open QAGame project in Unreal Editor
  2. Enable Show FPS / Memory within Editor Settings > Performance or toggle on Stat FPS
  3. Click on the File - New Level - Open World level
  4. From the Level Editor Toolbar, select the dropdown arrow beside Modes > select Landscape Mode (Shift+2)
  5. Select the Manage mode
  6. Click on the Add button
  7. Set Brush Size to 18
  8. Within the viewport, move the cursor to the edge of the landscape and add a new component for each side by clicking the left mouse button
  9. After all processes are completed, add Water Body Ocean on the map

Actual result: "Video memory has been exhausted (#### MB over budget). Expect extremely poor performance" message is displayed. After a while, GPU crash error message appears with a crashreporter window.

Expected result: UE5 Editor continues to work without crashes and errors.

Callstack

Error message:

Fatal error: [File:E:\P4\UE5_Main\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 868] Device->GetDevice()->CreateCommandAllocator(GetD3DCommandListType(QueueType), IID_PPV_ARGS(CommandAllocator.GetInitReference())) failed at E:\P4\UE5_Main\Engine\Source\Runtime\D3D12RHI\Private\D3D12CommandList.cpp:128 with error DXGI_ERROR_DEVICE_REMOVED

Callstack:

UnrealEditor_D3D12RHI!D3D12RHI::VerifyD3D12Result() [D3D12Util.cpp:868]
UnrealEditor_D3D12RHI!FD3D12CommandAllocator::FD3D12CommandAllocator() [D3D12CommandList.cpp:129]
UnrealEditor_D3D12RHI!FD3D12Device::ObtainCommandAllocator() [D3D12Device.cpp:608]
UnrealEditor_D3D12RHI!`FD3D12DynamicRHI::ProcessSubmissionQueue'::`2'::<lambda_1>::operator() [D3D12Submission.cpp:519]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::ForEachQueue() [D3D12RHIPrivate.h:378]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::ProcessSubmissionQueue() [D3D12Submission.cpp:579]
UnrealEditor_D3D12RHI!FD3D12Thread::Run() [D3D12Submission.cpp:82]
UnrealEditor_Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:149]

Have Comments or More Details?

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Unresolved
ComponentUE - LD & Modeling - Terrain - Landscape
Affects Versions5.2
Target Fix5.5
CreatedDec 8, 2022
UpdatedFeb 16, 2024