Trying to render a Motion Design scene with:
- Two cloners with +/- 250k nanite particles each
- Two effectors with simple waves and noise
When rendering with MRQ (Movie Render Queue) I seem to be getting the famous ‘Black Screen Of Death’ in Windows 11, usually when switching camera in the sequencer. It’s always a “DPC_WATCHDOG_VIOLATION”.
- Tried NVIDIA Studio driver 576.52 and Game Driver 576.52 with no difference
- Tried reducing the particle count, no difference
- Tried both Unreal Engine 5.5 and 5.6, no difference
Other scenes (without Motion Design particles) are rendering just fine.
Where shall I look next, trying to find the root cause of the issue? I don’t get to an Engine crash, so I just have the minidump to go on - but I don’t really know how to read that.
Some new info from various investigations:
Using WinDbg I figures out that the BSoD is caused by nvlddmkm.sys, a file buried deep in the NVIDIA driver folders.
- Some internet forums suggested that changing the permissions of this file solved the problem. Changing permissions in the protected sys32 folder could only be done with ‘System Privileges’, so I did it with PowerShell and PsExec.exe. It did not help though.
- Switching to older NVIDIA drivers also did not change anything
Two steps (that I can think of) remain:
- Test for hardware faults (GPU memory?) using DCGM (NVIDIA DCGM | NVIDIA Developer) in Linux
- Make a distributable Unreal project and ask the community to render the sequence, to see if others have the same issue.
Any other ideas out there? I’m really at a loss here 
Another update:
Updating the firmware (Download NVIDIA, GeForce, Quadro, and Tesla Drivers) did not make a difference
Updating the motherboard BIOS did not make a difference.
Soo… Still lost.
Update:
BSoD seems to be related to the camera warmup when using MRQ. After setting the warmup to 0 frames (and extending the shots a bit to compensate) I haven’t experienced crashes.
Hope it helps someone 
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