Hey guys, after some extensive testing I have found that whenever I enable Nanite on Trees/Foliage, it will crash my GPU Driver (TDR is at 60), it happens when I get too close and then zoom out. I thought it was an LOD thing at first but only happens if I have Nanite enabled assets that are TREES/FOLIAGE. Nanite rocks and other “still” meshes are unaffected it seems.
System:
Windows 11
Ryzen 5900X
16GB RAM
AMD RX 7900 XTX 24GB (latest drivers)
3440 x 1440, engine capped at 60 fps.
I will also attach the end of the crash log, but does anyone have an idea how to fix this? I tried reinstalling the assets and ensuring they are UE5.1 compatible, but no dice.
[2023.01.31-15.46.04:408][251]LogActorFactory: Actor Factory attempting to spawn StaticMesh /Game/BlackAlder/Geometry/PivotPainter/SM_BlackAlder_Seedling_01_PP.SM_BlackAlder_Seedling_01_PP
[2023.01.31-15.46.04:409][251]LogActorFactory: Actor Factory spawned StaticMesh /Game/BlackAlder/Geometry/PivotPainter/SM_BlackAlder_Seedling_01_PP.SM_BlackAlder_Seedling_01_PP as actor: StaticMeshActor /Game/Maps/CastleLevel_CrashTest.CastleLevel_CrashTest:PersistentLevel.StaticMeshActor_368
[2023.01.31-15.46.04:421][251]LogActorFactory: Actor Factory attempting to spawn StaticMesh /Game/BlackAlder/Geometry/PivotPainter/SM_BlackAlder_Seedling_02_PP.SM_BlackAlder_Seedling_02_PP
[2023.01.31-15.46.04:421][251]LogActorFactory: Actor Factory attempting to spawn StaticMesh /Game/BlackAlder/Geometry/PivotPainter/SM_BlackAlder_Seedling_02_PP.SM_BlackAlder_Seedling_02_PP
[2023.01.31-15.46.04:421][251]LogActorFactory: Actor Factory spawned StaticMesh /Game/BlackAlder/Geometry/PivotPainter/SM_BlackAlder_Seedling_02_PP.SM_BlackAlder_Seedling_02_PP as actor: StaticMeshActor /Game/Maps/CastleLevel_CrashTest.CastleLevel_CrashTest:PersistentLevel.StaticMeshActor_369
[2023.01.31-15.46.10:632][779]Cmd: SELECT NONE
[2023.01.31-15.46.15:025][184]LogD3D12RHI: Display: Temp texture streaming buffer not large enough, needed 8388608 bytes
[2023.01.31-15.46.19:505][655]LogD3D12RHI: Display: Temp texture streaming buffer not large enough, needed 8388608 bytes
[2023.01.31-15.46.20:386][760]LogD3D12RHI: Display: Temp texture streaming buffer not large enough, needed 8388608 bytes
[2023.01.31-15.46.26:028][838]LogD3D12RHI: Warning: GPU timeout: A payload (0x000006A8E1101420) on the [0x000006A8CE122280, 3D] queue has not completed after 5.000000 seconds.
[2023.01.31-15.47.27:949][838]LogD3D12RHI: Error: CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed
at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:910
with error 887A0006
[2023.01.31-15.47.27:949][838]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2023.01.31-15.47.27:949][838]LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - End: Frame 33835 - Scene - Nanite VisBuffer - Nanite::CullRasterize - PostPass - RasterBinScatter
[2023.01.31-15.47.28:215][838]LogD3D12RHI: Error: [GPUBreadCrumb] Copy Queue 0 - No Data
[2023.01.31-15.47.28:307][838]LogD3D12RHI: Error: [GPUBreadCrumb] Compute Queue 0 - End: AccessModePass[AsyncCompute] (Textures: 1, Buffers: 8)
[2023.01.31-15.47.28:414][838]LogD3D12RHI: Error: DRED: No breadcrumb head found.
[2023.01.31-15.47.28:414][838]LogD3D12RHI: Error: DRED: No PageFault data.
[2023.01.31-15.47.28:414][838]LogD3D12RHI: Error: Memory Info from frame ID 33861:
[2023.01.31-15.47.28:414][838]LogD3D12RHI: Error: Budget: 23750.75 MB
[2023.01.31-15.47.28:414][838]LogD3D12RHI: Error: Used: 6081.38 MB
[2023.01.31-15.47.49:093][838]LogWindows: Error: Error reentered: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 868]
CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed
at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:910
with error 887A0006
Using GPUz I can see the max GPU usage spike to 100%, though VRAM caps at 13GBish and system memory is also around 13GBish (out of 16gb). My paging file is on my SSD, ranged from 12gb - 24gb.
Any ideas? Love the engine so far.