The level is 8x8 KM, the GPU is a RTX3070 with 8GB of VRAM.
I have converted other levels of this same size without any problems, but this one seems to be impossible.
I have tried to run the commandlet both within the editor and from command line, makes no difference.
I also deleted everything in the scene except the landscape, in case that could make a difference, but no luck.
I will attach the last part of the log, please let me know if there is something I can do to reduce VRAM usage during this process and convert the level.
.\UnrealEditor.exe 'D:\UE4 Projects\Titan\Titan.uproject' -run=WorldPartitionConvertCommandlet Level_One.umap -AllowCommandletRendering
[2023.04.13-07.33.01:569][ 0]LogWorldPartitionConvertCommandlet: Display: Deleting existing conversion results started...
[2023.04.13-07.33.01:569][ 0]LogPackageName: SearchForPackageOnDisk took 0.000s, but failed to resolve /Game/Levels/Level_One/Level_One_WP.
[2023.04.13-07.33.01:570][ 0]LogWorldPartitionConvertCommandlet: Display: Deleting existing conversion results took 349 us
[2023.04.13-07.33.01:585][ 0]LogWorldPartitionConvertCommandlet: Initializing level Level_One.
[2023.04.13-07.33.01:586][ 0]LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
[2023.04.13-07.33.01:587][ 0]LogWorldPartition: ULevel::OnLevelLoaded(Level_One)(bIsOwningWorldGameWorld=0, bIsOwningWorldPartitioned=1, bIsValidLevelInstance=0, InitializeForMainWorld=1, InitializeForEditor=0, InitializeForGame=0)
[2023.04.13-07.33.01:587][ 0]LogWorldPartition: Display: WorldPartition initialize started...
[2023.04.13-07.33.01:587][ 0]LogWorldPartition: UWorldPartition::Initialize(Asset=Level_One, IsEditor=1, bPIEWorldTravel=0 IsGame=0, IsCooking=0)
[2023.04.13-07.33.01:593][ 0]LogContentBundle: [Container: Level_One] Creating new contrainer.
[2023.04.13-07.33.01:593][ 0]LogWorldPartition: Display: WorldPartition initialize took 5 ms
[2023.04.13-07.33.12:277][ 0]LogWorldPartitionConvertCommandlet: Display: PartitionLandscape started...
[2023.04.13-07.33.48:191][ 0]LogD3D12RHI: Display: D3D12 CreateCommittedResource failed with params:
Heap Type: 1
Heap Flags: 4096
Resource Dimension: 3
Resource Width: 16384
Resource Height: 16384
Format: 2
Resource Flags: 0
[2023.04.13-07.33.48:194][ 0]LogD3D12RHI: Error: Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InCreateState, InResourceStateMode, DefaultState, InClearValue, &NewResource, InName, false) failed
at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:403
with error E_OUTOFMEMORY
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse: 1 = 66624 KB (2D 11560x11560 PF_DXT1 sRGB UAV) VirtualPhysicalTexture
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse: 4 = 65728 KB (2D 2856x2856 PF_FloatRGBA sRGB) VirtualPhysicalTexture
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse: 2 = 65536 KB (2D 8160x8160 PF_G8 sRGB) VirtualPhysicalTexture
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse: 3 = 65280 KB (2D 4080x4080 PF_B8G8R8A8 sRGB) VirtualPhysicalTexture
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse:
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse: Pool: 257/257 MB (referenced/allocated)
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse:
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse: RDGResourceName (what was rendered this frame, use <RDGResourceName>@<Version> to get intermediate versions):
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse: MipGeneration
[2023.04.13-07.33.50:113][ 0]LogConsoleResponse:
[2023.04.13-07.33.50:115][ 0]Cmd: rhi.DumpMemory
[2023.04.13-07.33.50:137][ 0]RHI resource memory (not tracked by our allocator)
[2023.04.13-07.33.50:137][ 0]0.000MB total
[2023.04.13-07.33.50:138][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2023.04.13-07.33.50:138][ 0]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 0)
[2023.04.13-07.33.50:139][ 0]LogCore: Engine exit requested (reason: Win RequestExit)