When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush().
The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Without this code, only INC_MEMORY_STAT_BY() is executed.
void FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate& RHICmdList) { ... if (!ViewFamily.EngineShowFlags.Rendering) { + if (GRHINeedsExtraDeletionLatency || !GRHICommandList.Bypass()) + { + RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThreadFlushResources); + } return; } ... } void FMobileSceneRenderer::Render(FRHICommandListImmediate& RHICmdList) { ... if(!ViewFamily.EngineShowFlags.Rendering) { + if (GRHINeedsExtraDeletionLatency || !GRHICommandList.Bypass()) + { + RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThreadFlushResources); + } return; } ... }
1. Launch standalone game with "-d3d12" argument from editor
2. Exec "ShowFlag.Rendering 0"
3. Exec "Stat MemoryPlatform"
Then, it can see increasing Used Physical memory.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-79676 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.21, 4.22 |
Created | Sep 2, 2019 |
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Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |