NodeAndClusterCull GPU crash due to TDR in packaged game

Hello!

This could be related to the other NodeAndClusterCull crash. In the Editor case it looks like a TDR in the VSM Nanite pass, not the main Nanite VisBuffer. It seemed to occur when there are enough local shadow casting point lights that the thread group worker count is high (over 1024+ seems to be a reliable repro in testing locally) and usually it occurs on level load in Editor when there may be additional shader compilation going on and heavy load rendering the first frame. If you have some idea of about the conditions of your game when the crash repros based on the logs that might help us narrow things down. You could try integrating CL#40753822 (3fb0499) which has seemed to help in the Editor repro case and is an optimization for NaniteInstanceCulling, but the underlying cause is still not known.

The other potential place to look is at your real-time reflection capture settings.

(ID: 0x805693f9) [ Active] Frame 11398 (ID: 0x805693fd) [ Active] GPUSkinCache (ID: 0x80569580) [ Active] FRDGBuilder::Execute (ID: 0x8056943a) [ Active] Scene (ID: 0x80569463) [ Active] CaptureConvolveSkyEnvMap (ID: 0x80569464) [ Active] ConvolutionMip6EtcIt looks like there’s some work in the Async queue breadcrumbs related to that and it has been another source of potential TDRs so in 5.6 we added a warning in CL#39287895 (8b7f4aa) to suggest users lower their sky light resolution to less than 512 or the r.SkyLight.RealTimeReflectionCapture.TimeSlice.SkyCloudCubeFacePerFrame to less than 6. Not sure if this is related but worth looking into if you are using those features.