Interesting. I’ve tried a few things to replicate this on my end, such as creating a lot of instances of an animated skeletal mesh to push the primitive count up, forcing LOD0 on everything, and looking at a six million poly model without Nanite, but the issue isn’t replicating. How many RT shadow casting lights are in the scene?
The memory warning is a potential lead. Especially as exhausting the 3090 by 3Gi would suggest the scene is wanting 27Gi of GPU memory in editor, though that may not be indicative of the actual use when rendering as the editor can hold data around.
It also appears to me that it may be all lights that are incorrectly casting shadows. Would you be able to confirm what types of lights this may be affecting?
Additionally, are you using MegaLights?
Best regards,
Chris