Hello folks,
I’ve been investigating a GPU crash for a few days now. So far it happens often in Lumen Reflections, but we’ve seen it elsewhere that uses hardware raytracing (e.g. Mega Lights). I’m not sure all the instances have the same root cause, but they are similar enough that I’ll treat them as such for now.
With my current “repro” steps (i.e. playing the game in a specific area until it crashes), the crash happens in a Landscape Closest Hit shader. It seems to fail to reads a constant buffer, or a texture. They are either evicted, destroyed or just untracked by Aftermath.
From what I can understand, there could be two possibles causes for this :
- The BLAS points to a valid entry in the SBT, with a valid shader, but the binding (or bindless) resources have been destroyed
- The BLAS for some other geometry points to a stale entry in the SBT which happens to be a landscape Hit Shader + Bindings
We’ve also seen a few instances where the crash happens in the internal raytracing shader from the driver. Moreover, we’ve seen this crash across Nvidia and AMD GPUs.
I know there has been quite a lot of changes related to raytracing, SBT, and residency management since 5.7, and we’ve integrated a fews. However, I couldn’t find a CL that was described as fixing this specific issue.
Is any of this sounds familiar and has been fixed by some recent CLs we could integrate?
The closest I could find here was this thread from December : [Content removed]
Thanks!
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