BSOD when rendering Motion Design

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”.

  1. Tried NVIDIA Studio driver 576.52 and Game Driver 576.52 with no difference
  2. Tried reducing the particle count, no difference
  3. 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:

  1. Test for hardware faults (GPU memory?) using DCGM (NVIDIA DCGM | NVIDIA Developer) in Linux
  2. 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 :frowning:

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.