We’re currently trying to repro with the “render in main renderer” flag disabled, we’ll keep you posted- apologies for slow updates, it’s been a busy few weeks!
We’ve been running for a week or so now with async compute fully disabled (by forcing GSupportsEfficientAsyncCompute to false in D3D12Adapter.cpp for Nvidia cards), and we’re still seeing crashes in the RayTracingScene update, but this time with nothing at all running on the async queue:
<Breadcrumbs>{{Frame 265873},A,{{{HZB},F},{{ComputeLightGrid},F},{{LightFunctionAtlasGeneration},F},{{CustomDepth},F},{{SingleLayerWaterDepthPrepass},F},{{LumenSceneUpdate: %u card captures %.3fM texels},F},{{CompositionBeforeBasePass},F},{{RayTracingDynamicGeometry},F},{{RayTracingScene},A},{{LumenSceneLighting%s},N},{{BasePass},N,{{{NaniteBasePass},N}}},{{ShadowDepths},N,{{{BuildRenderingCommandsDeferred(Culling=%s)},N}}},{{Nanite::Readback},N},{{LightCompositionTasks_PreLighting},N},{{RenderDeferredLighting},N,{{{LumenScreenProbeGather},N},{{LumenReflections},N},{{InitTranslucencyLightingVolumeTextures},N},{{MegaLights},N},{{InjectTranslucencyLightingVolumeMegaLights},N},{{FilterTranslucentVolume %dx%dx%d Cascades:%d},N},{{SubsurfaceScattering},N}}},{{ComputeVolumetricFog},N},{{SingleLayerWater},N,{{{LumenReflections},N}}},{{ExponentialHeightFog},N},{{PostRenderOpsFX},N,{{{FXSystemPostRenderOpaque},N}}},{{LumenReflections},N},{{RenderTranslucency},N},{{Distortion},N},{{RenderVelocities},N},{{PostProcessing},N,{{{DOF(Alpha=%s)},N,{{{TAA},N}}},{{DLSS},N},{{MotionBlur},N}}}}}</Breadcrumbs>(Apologies for the formatting, for some reason 5.6 has made the formatting of breadcrumbs in CrashContext.runtime-xml worse than it used to be.)
To me this is pointing again towards the raytracing update being the problem, not the scene capture component, but we will test with “render in main renderer” disabled just so that we can rule it out.
We’ve still not been able to get any Aftermath crash dumps out of any of these crashes, so any new developments on that front would be a great help!
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