UE 5.6 – GPU Power Cut with Black Screen on RTX 3090 Ti

After working in the editor for some time or during rendering, my GPU suddenly crashes — complete power cut, black screen. The scene is heavy, but I never had this problem in UE 5.4. Since updating to 5.6, it happens consistently.

Scene stats:

  • Fully Loaded Memory - 13 658 768 KB
  • Objects - 3 125
  • HWInstances - 759 148
  • Inst Sections - 851 825
  • Sum Tris - 1 140 844 131
  • Size - 1 740 042,375 KB

PC Configuration:

  • 12th Gen Intel(R) Core™ i9-12900KF 3.20 GHz, x64
  • RAM 128 GB
  • NVIDIA GeForce RTX 3090 Ti (24 GB)
  • Windows 10 Pro 22H2, збірка 19045.6216
  • NVIDIA Studio Driver - 576.80
  • Unreal Engine 5.6.1

I noticed the crashes happen when there are lots of objects active. For example, with active PCG on scene, the GPU fans ramp up immediately, and after 15–25 minutes the screen goes black. If I disable PCG visibility in Outliner, everything works fine.

There are no issues with the power supply — it’s a Corsair 1200 W unit.
No overheating.
The GPU passes 40-minute OCCT stress tests under heavy load without any errors or warnings.
TDR in the registry has been increased to 60 seconds.
I even limited the Power Limit to 85% and capped the frequency curve to 1900 MHz via MSI Afterburner — the power cuts still occur.

Logs show GPU hangs (DXGI_ERROR_DEVICE_HUNG / DXGI_ERROR_DEVICE_RESET) right before the crash.

[2025.09.02-16.00.49:747][932]LogD3D12RHI: Warning: GPU timeout: A payload (0x00000203BB7F3480) on the [0x000001FFF0CDE2C0, 3D] queue has not completed after 5.000000 seconds.
[2025.09.02-16.00.49:761][932]LogD3D12RHI: Warning: GPU timeout: A payload (0x00000203377ED900) on the [0x000001FFF0CDE840, Compute] queue has not completed after 5.000025 seconds.
[2025.09.02-16.00.57:804][932]LogAudioMixer: Display: FMixerPlatformXAudio2: Changing default audio render device to new device: Role=Console, DeviceName=DELL S2722DZ (NVIDIA High Definition Audio), InstanceID=1
[2025.09.02-16.00.57:804][932]LogAudioMixer: Display: Attempt to swap audio render device to new device: '{0.0.0.00000000}.{497569b8-71f2-496f-a92a-aa107dd1577e}', because: 'FMixerPlatformXAudio2::OnDefaultRenderDeviceChanged', force=1
[2025.09.02-16.00.57:804][932]LogAudioMixer: Display: FMixerPlatformXAudio2: Changing default audio render device to new device: Role=Console, DeviceName=DELL S2722DZ (NVIDIA High Definition Audio), InstanceID=12
[2025.09.02-16.00.57:805][932]LogAudioMixer: Display: Attempt to swap audio render device to new device: '{0.0.0.00000000}.{497569b8-71f2-496f-a92a-aa107dd1577e}', because: 'FMixerPlatformXAudio2::OnDefaultRenderDeviceChanged', force=1
[2025.09.02-16.00.57:807][932]LogAudioMixer: Warning: FMixerPlatformXAudio2::OnCriticalError: 0x88880001: UNKNOWN
[2025.09.02-16.00.57:810][932]LogAudioMixer: Warning: FMixerPlatformXAudio2::OnCriticalError: 0x88880001: UNKNOWN
[2025.09.02-16.01.02:747][932]LogAudioMixer: Display: Ignoring device swap request, AudioStreamInfo.StreamState: 5
[2025.09.02-16.01.02:747][932]LogAudioMixer: Display: Ignoring device swap request, AudioStreamInfo.StreamState: 5

When launching with debug parameters (-gpuvalidation -d3ddebug -log -nvaftermath -gpubreadcrumbs), the scene runs more stably. The cooling system doesn’t ramp up as aggressively, and GPU crashes happen much later.

However, these debug flags are very resource-intensive, so it’s not practical for normal work.

nvaftermath does not report any GPU driver or hardware-related errors.

Logs during UE launch with debug parameters reported the following errors:

A power cut occurred during CullDistanceFieldObjectsForLight MeshSDF, TranslucencyLightingVolume, with this log:

- Device 0 Removed: DXGI_ERROR_DEVICE_RESET [2025.09.02-17.23.33:257][888]LogRHI: Error: Active GPU breadcrumbs: Device 0, Pipeline Graphics: (In: 0x831aea8f, Out: 0x831aea8b) (ID: 0x831ae9a7) [ Active] Frame 24885 (ID: 0x831ae9c6) [ Active] SceneRender - ViewFamilies (ID: 0x831aeace) [ Active] RenderGraphExecute - /ViewFamilies (ID: 0x831ae9d3) [ Active] Scene (ID: 0x831aea7e) [ Active] RenderDeferredLighting (ID: 0x831aea7f) [ Finished] DiffuseIndirectAndAO (ID: 0x831aea80) [ Finished] LumenReflections (ID: 0x831aea81) [ Finished] InitTranslucencyLightingVolumeTextures (ID: 0x831aea82) [ Finished] Lights (ID: 0x831aea83) [ Finished] DirectLighting (ID: 0x831aea85) [ Finished] UnbatchedLights (ID: 0x831aea86) [ Finished] UEDPIE_0_Main.Ultra_Dynamic_Sky (ID: 0x831aea87) [ Finished] ShadowProjectionOnOpaque (ID: 0x831aea88) [ Finished] DistanceFieldShadows (ID: 0x831aea89) [ Finished] BeginRayTracedDistanceFieldShadow (ID: 0x831aea8a) [ Finished] CullDistanceFieldObjectsForLight MeshSDF (ID: 0x831aea8b) [ Active] TranslucencyLightingVolume (ID: 0x831aea8c) [ Active] InjectTranslucencyLightingVolume(View=0) (ID: 0x831aea8e) [ Active] FilterTranslucentVolume 64x64x64 Cascades:2 (ID: 0x831aea8f) [ Active] DiffuseIndirectAndAO (ID: 0x831aea91) [Not Started] ComputeVolumetricFog (ID: 0x831aea92) [Not Started] VolumetricFog (ID: 0x831aea93) [Not Started] DirectionalLightFunction (ID: 0x831aeeef) [Not Started] Mesh Draw (ID: 0x831aeef1) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef0d) [Not Started] Mesh Draw (ID: 0x831aef0e) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef15) [Not Started] Mesh Draw (ID: 0x831aef19) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef1d) [Not Started] Mesh Draw (ID: 0x831aef1e) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef23) [Not Started] Mesh Draw (ID: 0x831aef25) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef29) [Not Started] Mesh Draw (ID: 0x831aef2b) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef2e) [Not Started] Mesh Draw (ID: 0x831aef2f) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef37) [Not Started] Mesh Draw (ID: 0x831aef38) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef3c) [Not Started] Mesh Draw (ID: 0x831aef3d) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef41) [Not Started] Mesh Draw (ID: 0x831aef44) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef48) [Not Started] Mesh Draw (ID: 0x831aef49) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef4e) [Not Started] Mesh Draw (ID: 0x831aef51) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef55) [Not Started] Mesh Draw (ID: 0x831aef56) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef5b) [Not Started] Mesh Draw (ID: 0x831aef5c) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef60) [Not Started] Mesh Draw (ID: 0x831aef61) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef67) [Not Started] Mesh Draw (ID: 0x831aef68) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aea95) [Not Started] VolumetricCloud (ID: 0x831aea97) [Not Started] TemporalSuperResolution (ID: 0x831aea99) [Not Started] SkyAtmosphere (ID: 0x831aea9a) [Not Started] ExponentialHeightFog (ID: 0x831aea9c) [Not Started] VolCloudComposeOverScene (ID: 0x831aea9d) [Not Started] PostRenderOpsFX

Another power cut occurred during VT updates + Lumen cache feedback, with this log:

[2025.09.03-20.17.41:052][846]LogRHI: Error: Active GPU breadcrumbs: Device 0, Pipeline Graphics: (In: 0x80d873cb, Out: 0x80d873ca) (ID: 0x80d811b0) [ Active] Frame 45844 (ID: 0x80d871f7) [ Active] SceneRender - ViewFamilies (ID: 0x80d873e1) [ Active] RenderGraphExecute - /ViewFamilies (ID: 0x80d87203) [ Active] Scene (ID: 0x80d873ca) [ Active] VirtualTextureUpdate (ID: 0x80d873cb) [ Active] Submit Lumen surface cache feedback (ID: 0x80d873f3) [Not Started] SceneRender - ViewFamilies (ID: 0x80d873f4) [Not Started] RayTracingGeometry (ID: 0x80d873f5) [Not Started] GPUSkinCache_UpdateSkinningBatches (ID: 0x80d8742b) [Not Started] UpdateLumenSceneBuffers (ID: 0x80d875dd) [Not Started] RenderGraphExecute - /ViewFamilies (ID: 0x80d873fd) [Not Started] UpdateDistanceFieldAtlas (ID: 0x80d873ff) [Not Started] Scene (ID: 0x80d87401) [Not Started] FXSystemPreRender (ID: 0x80d875de) [Not Started] GPUParticles_PreRender (ID: 0x80d875df) [Not Started] NiagaraUpdateDrawIndirectBuffers (ID: 0x80d87402) [Not Started] GPUSceneUpdate (ID: 0x80d87405) [Not Started] BuildRenderingCommandsDeferred(Culling=On) (ID: 0x80d87408) [Not Started] Shadow.Virtual.ProcessInvalidationsGPU (ID: 0x80d8740b) [Not Started] PrePass DDM_AllOpaqueNoVelocity (Forced by Nanite) (ID: 0x80d875e1) [Not Started] ParallelDraw (Index: 0, Num: 1) (ID: 0x80d8740d) [Not Started] RenderVelocities (ID: 0x80d875e4) [Not Started] ParallelDraw (Index: 0, Num: 1) (ID: 0x80d8740f) [Not Started] Nanite::VisBuffer (ID: 0x80d87410) [Not Started] Nanite::InitContext (ID: 0x80d87411) [Not Started] Nanite::VisBuffer (ID: 0x80d87413) [Not Started] Nanite::DrawGeometry (ID: 0x80d87415) [Not Started] MainPass (ID: 0x80d87416) [Not Started] InstanceCulling (ID: 0x80d87417) [Not Started] NodeAndClusterCull (ID: 0x80d87418) [Not Started] PatchSplit (ID: 0x80d87419) [Not Started] BuildPreviousOccluderHZB (ID: 0x80d8741a) [Not Started] BuildHZB (ID: 0x80d8741b) [Not Started] PostPass (ID: 0x80d8741c) [Not Started] InstanceCulling (ID: 0x80d8741d) [Not Started] NodeAndClusterCull (ID: 0x80d8741e) [Not Started] PatchSplit (ID: 0x80d8741f) [Not Started] NaniteBasePass (ID: 0x80d87420) [Not Started] Nanite::EmitDepthTargets (ID: 0x80d87421) [Not Started] HZB (ID: 0x80d87422) [Not Started] BeginOcclusionTests (ID: 0x80d875e5) [Not Started] BeginOcclusionTests (ID: 0x80d875e6) [Not Started] ViewOcclusionTests 0 (ID: 0x80d875e8) [Not Started] ShadowFrustumQueries (ID: 0x80d875e9) [Not Started] GroupedQueries (ID: 0x80d875ea) [Not Started] IndividualQueries (ID: 0x80d87423) [Not Started] HZB (ID: 0x80d87424) [Not Started] BuildHZB(ViewId=0) (ID: 0x80d87425) [Not Started] BuildHZB (ID: 0x80d87426) [Not Started] ComputeLightGrid (ID: 0x80d87427) [Not Started] CullLights 37x37x32 NumLights 0 NumCaptures 0 (ID: 0x80d87428) [Not Started] LightFunctionAtlasGeneration (ID: 0x80d8742a) [Not Started] SkyAtmosphereLUTs (ID: 0x80d8742c) [Not Started] LumenSceneUpdate: 300 card captures 0.028M texels (ID: 0x80d8755b) [Not Started] Nanite::InitContext (ID: 0x80d8755d) [Not Started] Nanite::RasterizeLumenCards (ID: 0x80d8755e) [Not Started] Nanite::DrawGeometry (ID: 0x80d8755f) [Not Started] NoOcclusionPass (ID: 0x80d87560) [Not Started] InstanceCulling (ID: 0x80d87561) [Not Started] NodeAndClusterCull (ID: 0x80d87562) [Not Started] Nanite::LumenMeshCapturePass (ID: 0x80d875e7) [Not Started] 13 materials (ID: 0x80d87563) [Not Started] CopyCardsToSurfaceCache (ID: 0x80d87565) [Not Started] RayTracingDynamicGeometry (ID: 0x80d875e0) [Not Started] RayTracingDynamicGeometryUpdate (ID: 0x80d875e2) [Not Started] Build (ID: 0x80d87566) [Not Started] RayTracingScene (ID: 0x80d8756f) [Not Started] BasePass

Another power cut happened during RenderDeferredLighting → TranslucencyLightingVolume → FilterTranslucentVolume, with this log:

- Device 0 Removed: DXGI_ERROR_DEVICE_RESET [2025.09.02-17.23.33:257][888]LogRHI: Error: Active GPU breadcrumbs: Device 0, Pipeline Graphics: (In: 0x831aea8f, Out: 0x831aea8b) (ID: 0x831ae9a7) [ Active] Frame 24885 (ID: 0x831ae9c6) [ Active] SceneRender - ViewFamilies (ID: 0x831aeace) [ Active] RenderGraphExecute - /ViewFamilies (ID: 0x831ae9d3) [ Active] Scene (ID: 0x831aea7e) [ Active] RenderDeferredLighting (ID: 0x831aea7f) [ Finished] DiffuseIndirectAndAO (ID: 0x831aea80) [ Finished] LumenReflections (ID: 0x831aea81) [ Finished] InitTranslucencyLightingVolumeTextures (ID: 0x831aea82) [ Finished] Lights (ID: 0x831aea83) [ Finished] DirectLighting (ID: 0x831aea85) [ Finished] UnbatchedLights (ID: 0x831aea86) [ Finished] UEDPIE_0_Main.Ultra_Dynamic_Sky (ID: 0x831aea87) [ Finished] ShadowProjectionOnOpaque (ID: 0x831aea88) [ Finished] DistanceFieldShadows (ID: 0x831aea89) [ Finished] BeginRayTracedDistanceFieldShadow (ID: 0x831aea8a) [ Finished] CullDistanceFieldObjectsForLight MeshSDF (ID: 0x831aea8b) [ Active] TranslucencyLightingVolume (ID: 0x831aea8c) [ Active] InjectTranslucencyLightingVolume(View=0) (ID: 0x831aea8e) [ Active] FilterTranslucentVolume 64x64x64 Cascades:2 (ID: 0x831aea8f) [ Active] DiffuseIndirectAndAO (ID: 0x831aea91) [Not Started] ComputeVolumetricFog (ID: 0x831aea92) [Not Started] VolumetricFog (ID: 0x831aea93) [Not Started] DirectionalLightFunction (ID: 0x831aeeef) [Not Started] Mesh Draw (ID: 0x831aeef1) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef0d) [Not Started] Mesh Draw (ID: 0x831aef0e) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef15) [Not Started] Mesh Draw (ID: 0x831aef19) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef1d) [Not Started] Mesh Draw (ID: 0x831aef1e) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef23) [Not Started] Mesh Draw (ID: 0x831aef25) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef29) [Not Started] Mesh Draw (ID: 0x831aef2b) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef2e) [Not Started] Mesh Draw (ID: 0x831aef2f) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef37) [Not Started] Mesh Draw (ID: 0x831aef38) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef3c) [Not Started] Mesh Draw (ID: 0x831aef3d) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef41) [Not Started] Mesh Draw (ID: 0x831aef44) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef48) [Not Started] Mesh Draw (ID: 0x831aef49) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef4e) [Not Started] Mesh Draw (ID: 0x831aef51) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef55) [Not Started] Mesh Draw (ID: 0x831aef56) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef5b) [Not Started] Mesh Draw (ID: 0x831aef5c) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef60) [Not Started] Mesh Draw (ID: 0x831aef61) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aef67) [Not Started] Mesh Draw (ID: 0x831aef68) [Not Started] MID_Inside_Clouds_Fog_Particle_1 Cube (1 instances) (ID: 0x831aea95) [Not Started] VolumetricCloud (ID: 0x831aea97) [Not Started] TemporalSuperResolution (ID: 0x831aea99) [Not Started] SkyAtmosphere (ID: 0x831aea9a) [Not Started] ExponentialHeightFog (ID: 0x831aea9c) [Not Started] VolCloudComposeOverScene (ID: 0x831aea9d) [Not Started] PostRenderOpsFX

Additionally, I also experienced GPU crashes when using:

r.VolumetricRenderTarget.Mode = 0
r.VolumetricRenderTarget = 0

I had to reduce quality for the GPU power cut to stop:

r.VolumetricRenderTarget.Mode = 2
r.VolumetricRenderTarget = 1

Has anyone else experienced similar GPU power cut / black screen issues specifically with UE 5.6 or 5.6.1?

Could this be related to UE 5.6 changes in GPU workload handling compared to 5.4, or should I keep digging into hardware/driver issues?

Is there any way to at least prevent the GPU from abruptly powering down (black screen + power cut)? It’s extremely disruptive and makes it very difficult to work.

I’m having similar issues with an RTX 3090. File works on UE5.5 but shuts GPU down on 5.6. I ran the Furmark for 1 hour and OK. The (2) files that are crashing do so mostly while rendering animations, but have also done this while on the editor. A common model/texture on both files is the city sample roads and sidewalk, I think it started once I added these. Mostly, forced shut downs and restarts makes it all work again but on one occasion I had to reinstall the GPU and driver’s for it to be recognized. I’ll play around removing the City sample models to confirm.

  1. Try turning on debug mode in your drivers (should reset and over / under clocking)

  1. turn off RTX Dynamic Vibrance
  2. try using DDU and installing older version of your graphics drivers
  3. you can reduce the TDR level to 0 in your registry (for indefinite) or for instance add a higher number like 10 to extend the time where the card can be idle to 10 seconds:

run regedit and go to

"HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers" and create a key of type “DWORD (32-bit)” and name “TdrDelay” with a value of 10 as Decimal value.

Reboot after registry changes.

Furmark does not prove overall system stability, just pushes the gpu.
Unreal will tax both gpu and cpu, you might be putting more strain on your psu causing the problem. A power spike on the gpu along with the cpu can cause problems with stability.

What is your psu rated at when it comes to power draw in W and stability (gold, platinum, titanium)

Do you have a UPS to reduce power fluctuations? It could also be caused by bad power delivery from the wall socket in some cases.