D3D12CommandList AddToResidencySet assert hit when PS5 Client is joining PC host

Hello! The game uses listen servers and the issue occurs when a player is playing the Steam version of the game and is hosting a lobby. If a PS5 user joins the lobby the PC user will hit the provided assert where there is a mismatch in GPU masks and on a development build, will crash. I have as of now circumvented the issue by replacing the check with an if-statement and an early return.

There is no set time at which this check is hit, it has happened as soon as the client joins, at the start of seamless travel to a match, and during a match.

Crash Callstack.txt(3.72 KB)

Hi there,

I saw a similar issue popping up in our issue system, which was supposed to have been resolved already. Do you already have CL 35230974 integrated into your build? Additionally, are you using hardware ray tracing in your title? Does the crash still occur when you have that turned off?