Hey,
Parallel rendering seems to be broken for Amd gpus on Vulkan, when you change to Unlit and look at a translucent material like glass or at some niagara particles you get weird artifacts and sometimes it can crash.
Tested on:
rx 9060 xt, 9070 xt and rtx 5080.
Windows 11
Also tested on new projects. Everything used to work perfectly on UE 5.5.4.
Fixed most issues with r.ParallelTranslucency=0, r.ParallelVelocity=0 and r.ParallelShadows=0
We are seeing the same issue on AMD in 5.7.3 having just upgraded from 5.4.4. Some specifics:
- Lit view in packaged build
- Only r.ParallelShadows=0 is required to fix it
- Appears to be related to using cascaded shadow maps. The viewport or scissor region that is set to render the shadow map seems to be carried into later passes. I know this because the size of the corruption on screen changes when I change our CSM resolution by changing shadow quality setting in our pause menu.
- Probably not relevant but we’re only using a single CSM cascade (due to mostly top down camera.)
- Looks to me like it’s the deferred lighting pass that is broken as we get a lit area the size of the shadow map with everything outside it unlit.
Parallel shadows on our case didnt do much, it fixed some unlit bugs but no major issues nor crashes, biggest issue we had was glass (fixed with r.ParallelTranslucency=0) and some niagara particles that were causing most of the crashes (fixed with r.ParallelVelocity=0).
We are using Vulkan because dx12 and dx11 grooms using physics simulation are completely broken on AMD, a thing that has already been reported and the Grooms team confirmed they will be fixing it on another post. But UE 5.7 has been completely unstable for AMD on a lot of features.
A lot of Vulkan crashes are not happening on the new AMD drivers for some reason we dont know.
I would love if we got a response to this because its been a while, and no hotfix targeted this issue.