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:
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.
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]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-172409 in the post.
5 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 5.2 |
Target Fix | 5.6 |
Created | Dec 8, 2022 |
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Updated | Oct 16, 2024 |