One comment from user in crash group:
107 bool bGPUAlive = GDynamicRHI->CheckGpuHeartbeat(); 108 if (!bGPUAlive) 109 { 110 ***** UE_LOG(LogD3D11RHI, Fatal, TEXT("GPU has crashed")); 111 return false; 112 } 113 Result = Direct3DDeviceIMContext->GetData(Query,Data,DataSize,0); 114 115 // timer queries are used for Benchmarks which can stall a bit more 116 double TimeoutValue = (QueryType == RQT_AbsoluteTime) ? 2.0 : 0.5; 117 118 if((FPlatformTime::Seconds() - StartTime) > TimeoutValue) 119 { 120 UE_LOG(LogD3D11RHI, Log, TEXT("Timed out while waiting for GPU to catch up. (%.1f s)"), TimeoutValue); 121 return false; 122 }
No known steps to reproduce
Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Query.cpp] [Line: 111] GPU has crashed UE4Editor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [d3d11query.cpp:111] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [d3d11viewport.cpp:615] UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [rhicommandlist.cpp:1638] UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [slaterhirenderer.cpp:898] UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_43e86ee7c51f39979e9a39d40b280024> > >::ExecuteTask() [taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:331] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:465] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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4 |
Component | UE - Graphics Features |
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Affects Versions | 4.19 |
Target Fix | 4.23 |
Created | Apr 12, 2018 |
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Resolved | Mar 4, 2019 |
Updated | Feb 12, 2020 |