Stereo render in ps5 its wrong, look like a bad uv sphere mapped and no refresh, maybe Fireant plugin problem or UE, work fine in 5.7, look like freeze screen, i got this in console : i get this error in console LogRHI: Warning: Auto Agc::suspendPoint() due to submission timeout. LogRHI: Warning: Agc::suspendPoint() gap exceeded 1.00 second threshold: 4.00 seconds LogSony: Warning: GPU timeout: payload on the [Graphics] queue has not completed after 5 seconds. LogSony: Warning: GPU timeout: payload on the [Compute] queue has not completed after 5 seconds.
What Type of Bug are you experiencing?
Platform Console
Steps to Reproduce
just make vr template project enable fireant and launch in ps5
I re-tested on 5.8.2 with a plain non-VR project (no FireAnt, VR disabled) and it works fine — no crash on exit, no GPU timeout on relaunch, no freeze.
Non-VR project: works correctly, no crash, no freeze.
VR project with FireAnt enabled: same freeze/GPU timeout issue as before (Agc::suspendPoint() gap exceeded, GPU timeout... 5 seconds).
I’ve tested this on 5.8.2 with VR/FireAnt enabled and it resolves the issue completely — no more crash on exit, no GPU submission timeout on relaunch, no frozen-frame/VR distortion.
Why this matches the observed symptoms:DispatchToRHIThread only queues the flush on the RHI thread without waiting for it to complete, while FlushRHIThread blocks until the RHI thread’s command queue is actually drained. If viewport teardown/present on PS5 relies on a completed flush before releasing or resetting GPU-side state, using Dispatch instead of a real Flush would leave outstanding GPU work at shutdown — matching the Agc::suspendPoint() gap exceeded / GPU timeout warnings seen on the next launch, and the subsequent frozen-frame reprojection artifact in VR.
For reference, in 5.8.2 the issue only reproduces with VR/FireAnt enabled (a plain non-VR project works fine), which is consistent with this being specific to the PS5 viewport present/flush path used by the VR compositor path.
Please consider including this fix in an upcoming patch. Happy to provide additional logs or repro details if useful.