Assertion failed: TextureDesc.Extent.X <= (int32)GetMax2DTextureDimension()

I’m attempting to render a EXR Sequence at a whopping resolution of 21248 x 2048 pixels. When I start the local render at the render queue unreal crashes immediately with the following error:

Assertion failed: TextureDesc.Extent.X <= (int32)GetMax2DTextureDimension() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp] [Line: 522]

When I scale down to 16384 x 1580 (within the max GPU texture size) it does render perfectly.

I use the High-Resolution setting in the render queue which is set to 4 tiles. The official unreal documentation state:

High Resolution - Provides a way to use tiled renders to produce larger images than would normally be possible because of maximum texture sizes or memory limits on GPUs.

So what is going on? Why cant I render above 16k with High Resolution enabled?

Thanks!

The High Resolution setting in the render queue allows you to use tiled renders to produce larger images than would normally be possible because of maximum texture sizes or memory limits on GPUs. However, it still has some limitations, and the maximum size of the image that can be rendered will depend on the GPU memory and other factors. In your case, the image resolution of 21248 x 2048 pixels exceeds the maximum texture size that your GPU can handle, causing the crash. Scaling down the resolution to 16384 x 1580 allows the render to complete successfully because it falls within the GPU’s maximum texture size limit.

I also suggest looking at this resource:

Any resolution to this? Is there an appropriate place to set this limit larger?

(int32)GetMax2DTextureDimension() ??? where to set???

System has 24GB GB VRAM memory available when rendering and only uses a third of it at most when rendering tiled at 16K.

Hello,
I’m facing the same error but I didn’t render anything. After I build the project and then load the sub-level this error appears.

The way i solved it is janky as hell, but i went to the function in the code and slapped //infront of the x-axis checker, just so i can remove the texture and reaply it. You are absolutely not supposed to do that but yeah