I am getting memory spikes when a player travels to another level (from main menu to a server map). The memory spike seems to crash on some PCs (particularly laptops), but doesn’t crash on higher end PCs (desktops). What happens is the following:
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From main menu: memory consumption ~ 2.5 GB
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During transition: memory spikes to ~ 10 GB
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After level loads (for PCs where the crash doesn’t happen): memory consumption comes back to ~ 5.5 GB
The types of crashes I see in the callstack logs are:
LogThreadingWindows: Error: Runnable thread RHISubmissionThread crashed.
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000088
LogWindows: Error: [Callstack] 0x00007ffaf2b71347 nvwgf2umx.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007ff78b91f455 Shooter-Win64-Shipping.exe!FD3D12DynamicRHI::GenerateBarrierCommandListAndUpdateState()
or this:
LogWindows: Error: Fatal error!
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000024f84984564
LogWindows: Error: [Callstack] 0x00007ff78ba7af3b Shooter-Win64-Shipping.exe!GPUMessage::FSystem::PollMessages()
LogWindows: Error: [Callstack] 0x00007ff78ba65273 Shooter-Win64-Shipping.exe!GPUMessage::FSystem::BeginMessageScope()
or this:
LogThreadingWindows: Error: Runnable thread Foreground Worker #0 crashed.
LogWindows: Error: === Critical error: ===
LogWindows: Error: Fatal error!
LogWindows: Error: Crash in runnable thread Foreground Worker 0xc000007b
Any ideas why this spike happens, and how to stop it?