Hello,
We have a released game with a crash report system integration. One of the larger types of crash we see are GPU crashes and its something we have poor visibility on, and generally we are not able to reproduce internally, so I am hoping to get some advice particularly around Aftermath usage and getting data from end users.
I have read through a bunch of UDN threads, particularly this one [Content removed] but there are still a few things I would like to ask for clarification on.
We are on UE5.5.4 but I have cherry picked in CL#39543979 and 39482595 as recommended here (https://dev.epicgames.com/community/learning/knowledge\-base/j2yV/unreal\-engine\-ue\-5\-5\-x\-most\-common\-rendering\-issues).
I can run with `-nvaftermathall` and force a GPU crash and get both a `*.nv-gpudmp` and a `*.nvdbg` and with this I can successfully correlate a crash back to the source with symbols I generated, which is great.
- Am I correct in thinking that I do need the `.nvdbg` to be able to correlate the crash back to the source shader, or is there a way to do that without it? (e.g. with the aftermath shaderhash). We have a bunch of already collected dumps with no `.nvdbg` and it would be nice to get anything useful from there if possible.
- The aftermath documentation mentions that “GFSDK_Aftermath_FeatureFlags_GenerateShaderDebugInfo” is expensive, is that true even when it is deferred with “GFSDK_Aftermath_GpuCrashDumpFeatureFlags_DeferDebugInfoCallbacks” like in this implementation?
- Would it be reasonable to turn this on in a shipped build so we could collect these from end users, or should we expect that it is prohibitively expensive?
- Is there anything else obvious I might be missing with Aftermath that would be helpful to us?
Thanks,
Andy