Gpu crash/d3d device removed error?

Ohh I see. Okay, I’ll try not enabled ray tracing on post process. And sorry about that. I’m just stress of this alot with the d3d gpu removed that keeps doing it to me too many times. And it just feels like unreal engine 5 doesn’t want to me to continue my fun fan art projects that I was working on lately. Oh and yes, I had use the metahuman from the marketplace. It’s not doing too bad. It’s been quite okay so far lately

@alberto uhm by the way, what type change of the gpu timeout that I need to type in ConsoleVariables? I’m confused

Never Mind. I got it

Sorry @Joshuab_artist there is something I’m not sure you know.

The editor is not the final render, like in each 3d software as 3ds max or Blender. You can use raytracing with measure… In the editor, I use Lumen reflections and in final render raytracing…

You can see in the metahuman project, that there are profiles for the movie render queue, there you can add as many variables and settings as you like…

Example car configurator has a lot for raytracing:

There is a huge difference between the editor and the final render…

1 Like

oh, interesting. good to know. thanks. Um question, when you be working on your projects in unreal engine 5. And you’re moving around in 60 frame rate, or model editing. Have you been getting the gpu crash d3d removed error messages too alot?. Because that’s the only time that keeps happening to me too much. And I know going back windows 10 it’s not the best solution to do that. I like to keep the windows 11 update. It’s more fresher and better feature upgrades like that

@alberto oh um another question I wanted to ask you. Does hardware ray tracing causes the d3d12 gpu crash error to crash alot?. And also is lumen a software ray tracing?. Because if the hardware ray tracing does cause the gpu removed error d3d12 crash messages alot, I’ll be disabling the ray tracing hardware. And just use the lumen tech instead to see if that works. And also because I wanted to use ray tracing hardware on lumen to get more better reflections, and path tracing reflection transparency too to make the environment designs look glorious

About the fps, If in making a cinematic for example I work at 24fps
The reason is that all tv and movies are in 24fps, and people see more realistic movement because is normal and the motion blur matters…
it’s funny but true.

I had hundreds of d3d removed in UE and w11 using RTX, now I have just a few after all changes I said… Some people say windows 11 can be a reason too

Also, there is an option when we create a project…

And there is something more advanced, I did not test yet:

This is path tracing full power, lumen, and raytracing in the editor
Path tracing spend a lot to be done and is not possible in real-time just look all reflections of reflections…

What causes the problem itself is to stress the graphic card, also this is just a car in a dessert, there are not so many polygons, there are no particles, no trees…

Metahuman, for example, is more complex, just the eyes, the skin material, also we like to use 8k right?

What I do in this case is to have 2 post processes, one us using lumen for reflections and so, and I do preview overriding some times to see how is going the “final render”, also I do use a lot the console to enable and disable what I want when I want…

Most of the tricky things, I learned in the channel of William, he explains so well and easily…

Like PATH TRACER Explained - Unreal Engine’s Underrated Tool

  • Ah to see that image of the car I did use around 100 variables between stability and manual!

Also! I’m sure most people don’t know, but there are branches of the unreal engine made by Nvidia for Nvidia RTX!!

Okay, I don’t know what to chose of what can help to stop the removed d3d error. Because right now I’m just a bit confused of what you’re trying to send and tell me here. But I seriously don’t know what to do with it. And I just need a simple answer to this solution. And plus this has nothing to do with windows 11. So there’s else I can do about it. Thanks for trying @alberto

Oh sorry, I forgot to tell you the settings. My settings on scalability are on epic lighting, the project settings are on ray tracing hardware enabled. And also lumen is also enabled on too. And um, the virtual texturing is also enabled too on the project settings. And that’s all I have on settings that I only enabled. Nothing else as much. And also, does having a browser open cause the ue5 d3d removed error crash to do that too?. Because the browser called Opera GX Browser that I use does cause to take up memory usage. But I wanted to use the browser so I can able to search for like images for references. And unreal engine video tutorials too. you know

Freaking awesome, dude. Worked for me, and my laptop would hate me even more than it already does if I turned on Nanite, so that doesn’t bother me. Anybody know if this occurs on Mac, with Metal 3? My cousin has a Mac, and I’d hate to have to figure out how to fix it on another device.

I was experiencing the same issue reading through the comments I summarized Riva Tuner was the culprit, once I exited Riva Tuner I was able to open no restart required.

Well this D3d crashing is a curse.

Im running a 2080 super on ue 5.1 with lumens and nanite running.
The crash happens when I enable hardware raytracing and try to render out a movie using the MRQ.

At first it wouldnt even try to render without crashing. I reduced my max frame rate for UE inside Nvidia control panel and…
At first I thought it worked. I can now render out at 4k (which is good).
However the D3D crash happens EVERYTIME after I finish rendering.

Any other ideas?

I have completely resolved my issue by using GPU underviolting without loosing performance (the main resolver) + Nvidia Studio drivers:

Here is the video:

9 Likes

It happens to me until I did reinstall vídeo drivers with clean installation selected

PSA for d3d device lost/removed

Its 90% of the time a bad GFX.
Be it an overclock or bad manufacturing.

Replaced 3 asus 3090s before getting one that didn’t give issues. So if you are on an asus GFX, the issue being a bad GFX is probably closer to 99%.

Nvidia Drivers are also faulty / have had issues over the past year.
From screens randomly turning off when you have multiple (who doesn’t at a studio?) to not supporting mixed resolutions/hgz outputs.

Before switching to studio drivers, I’d suggest having a look at the known issues…

is also happening in Nvidia 30 and in and 60 as far as I know

Some fixes:

Remove RTSS or other GPU monitoring software
Remove frame rate limits set in the Nvidia Control Panel or AMD Radeon software
Turn off v-sync in the aforementioned software
Update to most recent studio drivers for nvidia, or most recent drivers for AMD
Update windows to the most recent version
Turn off MSAA in NCP or Adrenaline (Radeon software) (This is what fixed it for me)
Turn off FXAA in NCP or Adrenaline
Use DDU to completely remove GPU drivers and reinstall them
Remove overclocks/underclocks
Turn off quiet mode or battery saving mode in GeForce Experience (if Radeon has an equivalent, turn it off)
In Windows power plan settings, choose high performance
Switch to DX11 (This is a last resort, you will not be able to use the many of the UE5 features, but it will 95% of the time fix it) (Under {GamePath}/Config/DefaultEngine.ini, add DefaultGraphicsRHI=DefaultGraphicsRHI_DX11 under the [/Script/WindowsTargetPlatform.WindowsTargetSettings] section)

1 Like

Depends on brand.
Not all manufacturers are as bad as Asus with pushing stuff out during a shortage of silicon without QA…
For instace, never even had the issue on the evga branded cards.