GPU crash when trying to play/render a Level Sequence

So it’s kind of a side-effect of graphics in engine getting back to a point where we can’t just throw more resources at it. Some operations are going to take immutably more time than standard application, so this just helps make sure that buffer is wide enough never to clip your head as you come out of the gate for legitimate actions. It’s still necessary to have the delay timeout however as it’s a failsafe.

Another thing I’m noticing is that some GPU’s built in software with overlays and other goodies are causing similar crashes for other users. Disabling Shadowplay/Afterburner etc. should net you a tiny fraction more overhead and maybe a bit more stability. It’s also recommended using studio drivers instead of game ready drivers for Unreal if you hadn’t already made the switch.

Now on to the speed of the asset, this gets a bit harder. I don’t work so much in the art pipeline myself. I’m primarily a programmer who assists on the art side, and since I work primarily with indie developers most scenes don’t usually get heavy enough to cause too many issues. When they have, sometimes local hardware wasn’t enough and they required it to be rendered at a render farm but generally that’s other art tools and I’m unaware of the landscape around them for UE. Sorry!

If possible, I’d recommend making a separate post here in the forums and seeing if anyone more versed in the more video production side of UE could give some tips.