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Vulkan - Windows - Game crash when viewing the meshes..

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    [OCULUS] Vulkan - Windows - Game crash when viewing the meshes..

    First: i'm building for windows, with vulkan sm5 rhi, i got two gtx 1080 and core i7, using unreal engine 4.22.3

    I am working on some application with a lot of high poly meshes,
    i notticed that vulkan increased performance on those meshes, on a sample project with only the meshes.

    So i tried to build our actual real project using vulkan, and the application crash with "Out of device memory"

    A build with dx11 does not crash.

    Assertion failed: [File:Unknown] [Line: 243] Out of Device Memory, Requested=416640.00Kb MemTypeIndex=7

    AlphaNextGen2_Win64_Shipping!FOutputDevice::LogfImpl()
    AlphaNextGen2_Win64_Shipping!FDebug::AssertFailed()
    AlphaNextGen2_Win64_Shipping!FDebug::AssertFailed()
    AlphaNextGen2_Win64_Shipping!VulkanRHI::FDeviceMemoryManager::Alloc()
    AlphaNextGen2_Win64_Shipping!VulkanRHI::FOldResourceHeap::AllocateResource()
    AlphaNextGen2_Win64_Shipping!VulkanRHI::FResourceHeapManager::AllocateImageMemory()
    AlphaNextGen2_Win64_Shipping!FVulkanSurface::FVulkanSurface()
    AlphaNextGen2_Win64_Shipping!FVulkanTextureBase::FVulkanTextureBase()
    AlphaNextGen2_Win64_Shipping!FVulkanTexture2D::FVulkanTexture2D()
    AlphaNextGen2_Win64_Shipping!FVulkanDynamicRHI::RHICreateTexture2D()
    AlphaNextGen2_Win64_Shipping!FVulkanDynamicRHI::RHICreateTexture2D_RenderThread()
    AlphaNextGen2_Win64_Shipping!FRenderTargetPool::FindFreeElement()
    AlphaNextGen2_Win64_Shipping!FSceneRenderer::RenderDistortion()
    AlphaNextGen2_Win64_Shipping!FDeferredShadingSceneRenderer::Render()
    AlphaNextGen2_Win64_Shipping!FRendererModule::RenderTargetPoolFindFreeElement()
    AlphaNextGen2_Win64_Shipping!FRHICommand<FRHICommandSetRenderTargetsAndClear>::ExecuteAndDestruct()
    AlphaNextGen2_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread()
    AlphaNextGen2_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
    AlphaNextGen2_Win64_Shipping!RenderingThreadMain()
    AlphaNextGen2_Win64_Shipping!FRenderingThread::Run()
    AlphaNextGen2_Win64_Shipping!FRunnableThreadWin::Run()

    Any tips?

    I saw that the release notes from version 4.24 talks a lot about vulkan/oculus and memory, is it possible that the new version of the engine fix it?

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