Are you sure that you’ve correctly tried all of the work arounds? If you set it into forward rendering mode, you’d have to restart the editor because it will have to recompile every single shader in your game and usually takes forever and a day on that first relaunch; after you change to FR. I’m around 95% sure you won’t have any more crashes like that.
Though while I’m here, I may as well complain some more about getting these crashes left and right. Even though it crashes all the time, I still stay in deferred rendering because I need it for effects and things that aren’t supported in forward rendering. For me, it’s always the DXGI removed error and never the hung error. I’m not going to submit 30 error reports per day, so please don’t ask for anymore of them. A while back, I sifted through the source code to see the errors and if I recall correctly, it was being removed due to an unknown error, so it defaults to the “removed” error in those cases. I’d have to double check though.
My guess is that it has to be some kind of low level interfacing issue between the deferred rendering engine(mostly directx, but still crashes in opengl here and there), the directx/ogl api and the video card drivers. It started around 4.12 or 4.13 because before that, I had never once had a crash like that. I remember testing it out where I still had the previous engine version installed. I couldn’t get it to crash no matter how hard I tried and yet the later version would crash on demand; every time. Therefore, I’m almost positive that the problem lies with the unreal engine and I doubt that nvidia/amd drivers are to blame because those drivers were a variable that was held constant.
Yeah, I’ll correct myself and say that forward renderer did fix the crashes, but it’s the only thing that works, and I’m not sure forward rendering is right for my project. I was a bit afraid of switching because I haven’t seen a proper list of what deferred vs forward entails (advantages/disadvantages) and what will break in my project.