This is a specific subset of D3D HUNG crashes from [Link Removed].
This JIRA is for the crashes with the following results from Aftermath:
[105]LogRHI:Error: [Aftermath] Status: Timeout [105]LogRHI:Error: [Aftermath] GPU Stack Dump [105]LogRHI:Error: [Aftermath] 0: Frame2105 [105]LogRHI:Error: [Aftermath] 1: FRAME [105]LogRHI:Error: [Aftermath] 2: Scene [105]LogRHI:Error: [Aftermath] 3: ComputeLightGrid [105]LogRHI:Error: [Aftermath] 4: CullLights [105]LogRHI:Error: [Aftermath] GPU Stack Dump
Below are specific CrashReports with these results:
For additional data and to compare against other Aftermath results, please view the linked document. [Link Removed]
repro steps currently unknown
[105]LogRHI:Error: [Aftermath] Status: Timeout [105]LogRHI:Error: [Aftermath] GPU Stack Dump [105]LogRHI:Error: [Aftermath] 0: Frame2105 [105]LogRHI:Error: [Aftermath] 1: FRAME [105]LogRHI:Error: [Aftermath] 2: Scene [105]LogRHI:Error: [Aftermath] 3: ComputeLightGrid [105]LogRHI:Error: [Aftermath] 4: CullLights [105]LogRHI:Error: [Aftermath] GPU Stack Dump Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 181] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() d3d11util.cpp:191 UE4Editor_D3D11RHI!VerifyD3D11Result() d3d11util.cpp:230 UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateVertexBuffer() d3d11vertexbuffer.cpp:77 UE4Editor_RHI!FDynamicRHI::CreateVertexBuffer_RenderThread() rhicommandlist.cpp:1743 UE4Editor_RHI!FRHICommandListImmediate::CreateVertexBuffer() rhicommandlist.h:2888 UE4Editor_Engine!RHICreateVertexBuffer() rhicommandlist.h:3609 UE4Editor_Engine!FBoneBufferPoolPolicy::CreateResource() gpuskinvertexfactory.cpp:110 UE4Editor_Engine!TResourcePool<FVertexBufferAndSRV,FBoneBufferPoolPolicy,unsigned int>::CreatePooledResource() resourcepool.h:68 UE4Editor_Engine!TRenderResourcePool<FVertexBufferAndSRV,FBoneBufferPoolPolicy,unsigned int>::CreatePooledResource() resourcepool.h:210 UE4Editor_Engine!FGPUBaseSkinVertexFactory::FShaderDataType::UpdateBoneData() gpuskinvertexfactory.cpp:246 UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() skeletalrendergpuskin.cpp:474 UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() skeletalrendergpuskin.cpp:343 UE4Editor_Engine!<lambda_7c76b90b14f35e78ca5264844cf395cb>::operator() skeletalrendergpuskin.cpp:271 UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_7c76b90b14f35e78ca5264844cf395cb> > >::ExecuteTask() taskgraphinterfaces.h:883 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:954 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:701 UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:327 UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:461 UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76
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0 |
Component | UE - Graphics Features |
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Affects Versions | 4.16 |
Target Fix | 4.17 |
Fix Commit | 3501954 |
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Main Commit | 3511602 |
Created | Apr 27, 2017 |
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Resolved | Jun 26, 2017 |
Updated | Jun 26, 2018 |