Description

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.

Steps to Reproduce

1. Run GPUCrash.uproject
2. Fly around the map until you get GPU Crash.

Callstack

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

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Fixed
ComponentUE - Graphics Features - Nanite
Affects Versions5.5
Target Fix5.6
Fix Commit37563978
CreatedMay 5, 2025
ResolvedMay 5, 2025
UpdatedMay 5, 2025
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