Important:
There’s a lot of UE5 DX12 crash posts already, but mine seems to be a little unique, because my game handles beautifully on DX12 even when left running for hours, but right when i server travel to the same level, the client always crashes in under a couple mins. DX11 fixes the issue.
Conditions for crash:
-Only happens using DX12
-Only happens when game is packaged and played on steam
-Only happens 10-90 seconds AFTER server travel to the same level
-Only the client crashes…
-Crash happens sooner if playing in 4k, Epic settings, 60fps, etc
What ive tried:
-disabling nanite in project settings
-playing the game on steam in shipping build and Dev build
-DX11 DOES work, but i loose like 15fps on DX11 for some unkown reason… and my bloated game was already right on of poor optimization with every single fps making a difference
Crash reports:
-I obviously cant get a read out from crash report cause the system has no memory, but the game log looks like it is pointing to a GPU page fault access violation;
Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
Error: [Callstack] 0x00007ff6e93306d9 Hoofobia.exe!UnknownFunction
Potentially relevant info:
-The weirdest part about my scene is im using runtime virtual textures
-Using meta human (the mesh only)
-no nanite meshes
-The game performs much better on DX12-- no hitching or stuttering, just smooth 60fps. However, DX11 does have all the issues.