Problem switching back to default RHI after using Vulcan

I switched our project RHI from default to Vulcan about 2 months ago to avoid a recurring crash when exporting timeline animations within unreal editor. Since neither of us has preferred using the built-in animation editor over Blender, I decided this morning to switch back to the Default RHI, which I believe to be DX11.

This seems to have caused numerous problems. In the editor, a mesh that is very far from the camera is flashing with a graphical glitch. This goes away in PIE but everything runs very poorly in editor and PIE.

I’m not really sure what information would be useful to provide, I have zero high level understanding of what is happening. I know that when I switched to Vulcan it took about a half hour to recompile the shaders the first time we ran the editor again, and we ran into some wierd behavior then, too. This time it only took a few minutes. I’ve been playing with the project settings but its all a shot in the dark.

The only other idea I had was maybe to delete my defaultengine.ini and replace it with one from a new project?

EDIT: I made a copy of the project in which I had switched the RHI back to Default. I opened it and switched it again to Vulcan and then restarted. It re-started VERY quickly without having to compile the shaders and is running just as smoothly as before.

This seems to tell me that when I switch it to Default and accept “Restart editor” that it isn’t really doing whatever it needs to do?

…We are running 5.2.1 by the way.

Bump

Finally came back to the issue and got it worked out.

Firstly, in the project settings, when I switched the windows RHI from Vulcan to DX11, I am prompted to restart the editor but when I confirm the editor restarts without recompiling the shaders. I was able able to get the recompile to trigger by toggling some other check boxes in the render settings.

Secondly, I had another issue I was unaware of (didn’t seem to bother vulcan) where the secondary monitor I was using with my laptop was set to a refresh rate that was not a multiple of the refresh rate used by my laptop.

These two issues where combining to create a confusing result but I’m now up and running with DX11 again.

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