The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to the refactoring of NaniteSplit. Related CLs:
CL#37563978 Converted Nanite patch split to multi-pass.
CL#37869798 Fixed issue where tessellation has missing triangles when getting too close.
1. Run GPUCrash.uproject
2. Fly around the map until you get GPU Crash.
Device 0, Pipeline Graphics: (In: 0x800b7553, Out: 0x800b7553)
[ Active] Frame 2920
[ Active] FRDGBuilder::Execute
[ Active] Scene
[ Active] ShadowDepths
[ Active] RenderVirtualShadowMaps(Nanite)
[ Active] Nanite::DrawGeometry
[ Finished] MainPass
[ Finished] NodeAndClusterCull
[ Finished] BuildPreviousOccluderHZB(VSM)
[ Active] PostPass
[ Active] NodeAndClusterCull
[Not Started] RenderVirtualShadowMaps(Non-Nanite)
[Not Started] FVirtualShadowMapArray::MergeStaticPhysicalPages
[Not Started] Nanite::Readback
[Not Started] RenderDeferredLighting
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-277458 in the post.
1 |
Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.5 |
Target Fix | 5.6 |
Fix Commit | 37563978 |
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Created | May 5, 2025 |
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Resolved | May 5, 2025 |
Updated | May 5, 2025 |