The title mentions Nvidia, but then the thread takes a turn towards RADV along the way… I can say several editor fixes for RADV potentially coming to 5.8.1 (if you look in Main):
- If you had a deadlock, this was caused by handle re-use in RADV that wasn’t properly handled by the engine. The deadlock can be recognized because the game freezes but the logs have no callstacks.
- Ray tracing was assuming acceleration structures could be used with mutable descriptors when in bindless (RADV does not support this), proper detection was added. This one can be avoided by launching with “-NoRaytracing” in your command line.
- Afaik, the pipeline creation callstack should not happen on latest engine with latest RADV. If it still does, extra logging was added to identify the pipeline that crashed during creation…