Answering both of you questions:
- I am on 5.6.1 (the latest launcher version), I don’t think that 5.6.2 exists?
- I was able to repro the crash with -onethread and -rdgimmediate! It took a longer time for it to happen while running the benchmark in the infinite level, here’s the callstack:
KERNELBASE.dll!00007ffd6b31055c() Unknown
MutableSample.exe!FWindowsErrorOutputDevice::Serialize(wchar_t const *,enum ELogVerbosity::Type,class FName const &) C++
MutableSample.exe!FOutputDevice::LogfImpl(wchar_t const *,...) C++
MutableSample.exe!FDebug::AssertFailed(char const *,char const *,int,wchar_t const *,...) C++
MutableSample.exe!FDebug::CheckVerifyFailedImpl2V(char const *,char const *,int,wchar_t const *,char *) C++
MutableSample.exe!FDebug::CheckVerifyFailedImpl2(char const *,char const *,int,wchar_t const *,...) C++
> MutableSample.exe!FD3D12CommandContext::RHIDrawIndexedPrimitive(class FRHIBuffer *,int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int) C++
MutableSample.exe!FMeshDrawCommand::SubmitDrawEnd(class FMeshDrawCommand const &,struct FMeshDrawCommandSceneArgs const &,unsigned int,class FRHICommandList &) C++
MutableSample.exe!FInstanceCullingContext::SubmitDrawCommands(class TArray<class FVisibleMeshDrawCommand,class TLinearArrayAllocatorBase<struct FSceneRenderingBlockAllocationTag,0> > const &,class Experimental::TRobinHoodHashSet<class FGraphicsMinimalPipelineStateInitializer,struct DefaultKeyFuncs<class FGraphicsMinimalPipelineStateInitializer,0>,class TSizedDefaultAllocator<32> > const &,struct FMeshDrawCommandOverrideArgs const &,int,int,unsigned int,class FRHICommandList &) C++
MutableSample.exe!FParallelMeshDrawCommandPass::Draw(class FRHICommandList &,class FInstanceCullingDrawParams const *) C++
MutableSample.exe!TRDGLambdaPass<class FVirtualSmBuildHZBPerPageCS::FParameters,class `FComputeShaderUtils::AddPass<class FVirtualSmBuildHZBPerPageCS>(class FRDGBuilder &,class FRDGEventName &&,enum ERDGPassFlags,class TShaderRefBase<class FVirtualSmBuildHZBPerPageCS,class FShaderMapPointerTable> const &,class FVirtualSmBuildHZBPerPageCS::FParameters *,class FRDGBuffer *,unsigned int,class TFunction<void (void)> &&)'::`2'::<lambda_1> >::Execute(class FRHIComputeCommandList &) C++
MutableSample.exe!FRDGBuilder::ExecutePass(class FRHIComputeCommandList &,class FRDGPass *) C++
MutableSample.exe!FRDGBuilder::ExecuteSerialPass(class FRHIComputeCommandList &,class FRDGPass *) C++
MutableSample.exe!FRDGBuilder::SetupAuxiliaryPasses(class FRDGPass *) C++
MutableSample.exe!FRDGBuilder::SetupParameterPass(class FRDGPass *) C++
MutableSample.exe!FSceneRenderer::RenderVelocities(class FRDGBuilder &,class TArrayView<class FViewInfo,int>,struct FSceneTextures const &,enum EVelocityPass,bool,bool) C++
MutableSample.exe!`FRHIBreadcrumbAllocator::AllocBreadcrumb<class UE::RHI::Breadcrumbs::Private::TRHIBreadcrumbDesc<0> >(class std::tuple<class UE::RHI::Breadcrumbs::Private::TRHIBreadcrumbDesc<0> const *,class std::tuple<> > const &)'::`2'::<lambda_1>::operator()<>(void) C++
MutableSample.exe!FDeferredShadingSceneRenderer::Render(class FRDGBuilder &,struct FSceneRenderUpdateInputs const *) C++
MutableSample.exe!FRendererModule::RenderPostResolvedSceneColorExtension(class FRDGBuilder &,struct FSceneTextures const &) C++
MutableSample.exe!TGlobalResource<class FOcclusionQueryIndexBuffer,1>::`vector deleting destructor'(unsigned int) C++
MutableSample.exe!`FComputeShaderUtils::AddPass<class FSceneCullingDebugRender_CS>(class FRDGBuilder &,class FRDGEventName &&,enum ERDGPassFlags,class TShaderRefBase<class FSceneCullingDebugRender_CS,class FShaderMapPointerTable> const &,class FShaderParametersMetadata const *,class FSceneCullingDebugRender_CS::FParameters *,struct UE::Math::TIntVector3<int>)'::`2'::<lambda_1>::operator()(struct FRDGAsyncTask,class FRHIComputeCommandList &) C++
MutableSample.exe!FSceneRenderProcessor::Execute(void) C++
MutableSample.exe!FRendererModule::BeginRenderingViewFamilies(class FCanvas *,class TArrayView<class FSceneViewFamily * const,int>) C++
MutableSample.exe!FRendererModule::BeginRenderingViewFamily(class FCanvas *,class FSceneViewFamily *) C++
MutableSample.exe!UGameViewportClient::Draw(class FViewport *,class FCanvas *) C++
MutableSample.exe!FViewport::Draw(bool) C++
MutableSample.exe!UGameEngine::RedrawViewports(bool) C++
MutableSample.exe!UGameEngine::Tick(float,bool) C++
MutableSample.exe!FEngineLoop::Tick(void) C++
MutableSample.exe!GuardedMain(wchar_t const *) C++
MutableSample.exe!GuardedMainWrapper(wchar_t const *) C++
MutableSample.exe!LaunchWindowsStartup(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int,wchar_t const *) C++
MutableSample.exe!WinMain() C++
[Inline Frame] MutableSample.exe!invoke_main() Line 102 C++
MutableSample.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007ffd6bef259d() Unknown
ntdll.dll!00007ffd6db6af78() Unknown
I can also provide the dump if that’ll be of any help.
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