5.3 Displacement Tessellation crash using RVT if camera too close.
The RVT is generated with decal materials on non nanite planes contributing to the overall RVT… The Base mesh using hte RVT is nanite and i use spec channel of the RVT as the height map in the final nanite material. The tesselation works. Problem now is if the camera gets too close to the tesselation it actually crashes not just the editor, but the entire computer. Youtube music keeps playing for a while, but the computer is unresponsive… At first you can actualy Ctrl Alt Delete unreal, but doing that crashes the computer as well… Locks it up… need a hard reset button press.
After testing… problem remains in 5.4 somewhat… So far i havent crashed it but it drops to 8 fps when too close.
I’ve been having a very similar issue on both 5.3 and 5.4. If the camera gets too close to the displaced / tessellated surface, the GPU drivers crash.
(Latest NVIDIA drivers, RTX3090)
It can be prevented by pressing the Q key on the keyboard to move your camera up the moment the engine hangs, sometimes it moves the camera before the GPU drivers freak out.
From what I’ve been able to tell, moving your meshes closer to world origin (XYZ 0,0,0) fixes this problem. Personally been only running into it when my meshes were very far away from the world origin. Similar to how say, in games your FP arms would start glitching out if you fell thru the world and continued on falling for very long - float point value issues.
Also, as far as I know, RVT does not work on Nanite meshes. Personally, I went around this problem with duplicating all the meshes I need for RVT, disabling Nanite on them, decimating them, giving them a simple albedo-only material, and then I moved those meshes by -200 world units on the Z axis. Then I drew the VTs from these meshes.
Sadly something seems to be completely wrong with RVT in 5.3 AND 5.4, the shading and color is all over the place when shadowed.
RVT does work on nanite meshes… ive tested it. They just cannot contribute to the final RVT… basically u use non nanite meshes to add to the RVT… the final output material using the RVT is nanite. Im doing this for tesselation.
There is also a check box when you select the mesh to disable nanite and use the fall back mesh. I do this for the duplicate mesh that contributes to the RVT.
I did word that wrong, you’re right!
What I was supposed to say was, “Nanite meshes cannot contribute to RVT”, as you clarified.
Still, have you tried the world origin trick?
honestly i havent been crashing in this scene… maybe its due to the size of the polygon that is being displaced? Like i have experienced crashes on 1 polygon tesselated that is caled really large.