Hi
We are on UE 5.5 (latest from p4) + fix for group barier divergent branch (CL# 42243010) that we needed for Intel.
When in our game we set `r.Lumen.HardwareRayTracing 1` the game crashes after around 30 seconds (for that time rendered graphics is OK, so RT works, etc.). Without HWRT all is fine, game is stable for hours of active gameplay.
The crash is somehow content dependent, on test scenes where only couple of geometry objects are present, all is fine, but for scenes with dense geometry, it crashes realy fast.
It crashes ONLY on Radeon 90xx series (for example Radeon RX 9070 XT), it works fine on RX 6900XT, and 7900XT.
Drivers 25.5.1 (latest)
from the unreal side crash is in:
`LogD3D12RHI: Error: GPU crash detected:
- Device 0 Removed: DXGI_ERROR_DEVICE_HUNG
LogRHI: Error: Active GPU breadcrumbs:
Device 0, Pipeline Graphics: (In: 0x81697626, Out: 0x81697625)
(ID: 0x81697476) [ Active] Frame 102304
(ID: 0x81697689) [ Active] FRDGBuilder::Execute
(ID: 0x81697485) [ Active] Scene
(ID: 0x81697620) [ Active] RenderDeferredLighting
(ID: 0x81697621) [ Active] DiffuseIndirectAndAO
(ID: 0x81697625) [ Active] TranslucencyVolumeLighting
(ID: 0x81697626) [ Active] LumenReflections
(ID: 0x81697627) [Not Started] InitTranslucencyLightingVolumeTextures
(ID: 0x81697628) [Not Started] Lights
(ID: 0x81697629) [Not Started] DirectLighting
(ID: 0x8169762a) [Not Started] InjectTranslucencyLightingVolume
(ID: 0x8169762b) [Not Started] InjectTranslucencyLightingVolume(View=0)
(ID: 0x8169762c) [Not Started] VirtualShadowMapProjectionMaskBits
(ID: 0x8169762d) [Not Started] BatchedLights
(ID: 0x8169762e) [Not Started] UnbatchedLights
(ID: 0x8169762f) [Not Started] DYE5P91Z5U0FC07540W11FDI3.Spot_Anomaly_illumination`from the Radeon crash dump tool crash is in:
`===================
MARKERS IN PROGRESS
Command Buffer ID: 0x274374
DispatchIndirect
Barrier [2 repeating occurrences]
=====================
EXECUTION MARKER TREE
Legend
finished
[>] in progress
[#] shader in flight
not started
Command Buffer ID: 0x274374 (Queue type: Direct)
…
DispatchIndirect [Driver-PAL]
DispatchIndirect [Driver-PAL]
DispatchIndirect [Driver-PAL]
DispatchIndirect [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
Dispatch(ThreadGroupCount=[1,1,1]) [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
DispatchIndirect [Driver-PAL]
----------Barrier---------- [Driver-PAL]
Dispatch(ThreadGroupCount=[1,1,1]) [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
DispatchIndirect [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
Dispatch(ThreadGroupCount=[1,1,1]) [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
Dispatch [Driver-PAL]
[>] DispatchIndirect [Driver-PAL]
[>] ----------Barrier---------- [Driver-PAL]
[>] ----------Barrier---------- [Driver-PAL]
DispatchIndirect [Driver-PAL]
----------Barrier---------- [Driver-PAL]
DispatchIndirect [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
DispatchIndirect [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
DispatchIndirect [Driver-PAL]
----------Barrier---------- [Driver-PAL]
----------Barrier---------- [Driver-PAL]
DrawIndexed(IndexCount=3, InstanceCount=1) [Driver-PAL]
----------Barrier---------- [Driver-PAL]
Dispatch(ThreadGroupCount=[16,16,16]) [Driver-PAL]
----------Barrier---------- [Driver-PAL]
Draw(VertexCount=4, InstanceCount=64) [Driver-PAL]
…`I know this is new card, but meybe there is some fix that we can apply to the engine to fix this issue ?