UE5-MAIN & UE5-EA1 & Radeon 6000 series

Intro

Hello all!

I’ve been testing UE5 with a Radeon 6700 XT the past 3-4 days so far. I’m not looking for technical support as much as I am just giving status updates on things.
I’ve been working on my Strife (1996) game remaster in UE4 for a while and i moved that project over to UE5 on the launch day of EA1. I’ve been using a 2070 Super as my main GPU and working on my project since then basically every day. but i was wondering how Radeon fares in all of this. I acquired one 6700 XT as a loaner from a friend so i could put in some daily bug testing with it and help out as much as i can. I know these cards aren’t as popular so i figured since i’m working every day in it and i have free time and i’m good at this sort of things, why not.

so far i’ve tested the following:

2021-6-20

The 6700xt with Windows 10 version 10.0.21390.2025 with ue5 Main built as of 2021-6-20 using driver version 30.0.13000.17006 21.30.00.17 provided by windows update
Zero functionality with SM5 & Lumen Hardware Ray tracing in my personal game project
Update: enabling SM6 possibly fixes this? Disabling the real-time skylight? Unsure. It’s stable while the shaders are compiling.
update update: its stable but glitchy
Zero functionality with lumen software Ray tracing in my personal game project
Update: didn’t test SM6 with software lumen

video of this : (66) StrifeRTX Unreal Editor 2021 06 20 21 34 46 - YouTube

The 6700xt with Windows 10 version 10.0.21390.2025 with ue5 EA1 using driver version 30.0.13000.17006 21.30.00.17 provided by windows update
Immediate crash once project loads.
The 6700xt with Windows 10 version 10.0.19043.1055 with ue5 Main built as of 2021-6-20 using the official ue5 driver version 27.20.21003.4011 21.5.1 provided by AMD
Just unstable in general. Not good no matter what in my personal game project.

video on my 2070 Super : (66) Unreal Engine 5 Early Access 1 & Strife RTX/UE5 Update Video - YouTube

I have more testing that i’m going to be doing today just to verify some things. i’m already in contact with some very nice folks at AMD about this and they are looking into it. Most of it is engine and the fact that this is such early code so far. Hardware Lumen raytracing is fiddly for everyone to get stable, but it hasn’t been for my 2070 Super at all :man_shrugging:.

i’ll try and keep this thread updated with more testing i do and with other data i get from 3rd parties with 6000 series cards.

2021-6-21

Windows 10 version 10.0.19043.1055 with UE5-EA2 the official ue5 driver version 27.20.21003.4011 21.5.1 provided by AMD
Lumen Hardware acceleration enabled:
My project loads and shaders/cards/SDFs compile when viewport is set to unlit. Going into lit mode crashes with Lumen enabled in the post process. With Lumen disabled going into lit mode does not crash but the Skylight needs to be real-time captured disabled. Enabling Lumen Global illumination crashes after this.
Lumen Hardware acceleration disabled:
No crashing with Lumen disabled & the Skylight Real Time Capture disabled. Crashes when you enable lumen in the post process.

Windows 10 version 10.0.19043.1055 with ue5-Main built as of 2021-6-20 using the official ue5 driver version 27.20.21003.4011 21.5.1 provided by AMD
Lumen Hardware acceleration enabled using shader model 6:
Crashes when going from unlit to lit with Lumen disabled in the post process volume.
Lumen Hardware acceleration disabled using Shader Model 6:
It just crashes no matter what I’m not testing this anymore.

Windows 10 version 10.0.21390.2025 with ue5 Main built as of 2021-6-20 using driver version 30.0.13000.17006 21.30.00.17 provided by windows update
Lumen Hardware acceleration enabled using Shader Model 6:
Works with Lumen enabled and the real-time capture skylight with multiple graphical glitches and nanite meshes vibrating.
Lumen Hardware acceleration disabled using Shader Model 6:
Functions with less graphical glitches the real-time Skylight capture works but nanite meshes still vibrates.
Lumen Hardware acceleration enabled using Shader Model 5:
Crashes as soon as I enable lumen in the post process volume.
Lumen Hardware acceleration disabled using Shader Model 5:
Crashes as soon as I enable lumen in the post process volume.

UPDATE

2021-7-11

I have an update! Using the latest UE5-MAIN build seems to have no compatibility issues*. Check out my video with the update information.

Update To My Compatibility Testing With The AMD Radeon 6700 XT & UE5-MAIN - YouTube

I’ve also noticed that commits made after I made this video seem to not have any build issues related to that Widget code.

1 Like

Thanks for sharing and please update if possible. I was going to buy rx 6800 in few weeks. I am reconsidering after seeing this and may get rtx 3700ti instead. I had some bad experience with their best desktop cpu’s (whea/segfault), and bad linux drivers with rx 5700.

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that is exactly what i’d do. 3070 Ti would be great. i’m really doing this cuz like on paper, the 6700 XT i was loaned is PERFECT for UE5 dev stuff. tons of VRAM and in a sane world, the price is great. i wanted to get loaned this card and have a great time with it and feel confident in telling others that buying it would be a great idea.
if anything improves ya’ll on here will know it. but so far i can only recommend not to use any 6000 series card for this (any Radeon at all). my 2070 Super is so much better at doing stable stuff in UE5 its laughable. but i’ll press on with testing this for sure.

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On ue5-main, some view modes crash DX12. RT being enabled crashes, think it did in EA too but may have been 4.27 I’m thinking of. Otherwise I haven’t had that many issues with my 6800XT and 21.5.2 drivers. SM5/SM6 didn’t do anything noticeable to me. Lumen has worked fine and not using Nanite.

2 Likes

you and one other person who i’ve talked to that has a higher end 6000 series card and has less troubles than i do. interesting.
in my UE5-main project i use these settings in my defaultengine.ini (the important things)
i’d appreciate it if you could try these and see if you get crashes in a project.
or just download my project that is linked in the first post.

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
+TargetedRHIs=PCD3D_SM6
-TargetedRHIs=PCD3D_SM5
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12

[/Script/Engine.RendererSettings]
r.AllowOcclusionQueries=True
r.AllowStaticLighting=False
r.BasePassOutputsVelocity=False
r.CustomDepth=1
r.D3D12.AllowShaderModel6=1
r.D3D12.GPUTimeout=0
r.DefaultBackBufferPixelFormat=0
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=False
r.DiscardUnusedQuality=True
r.DistanceFields.DefaultVoxelDensity=0.200000
r.DynamicGlobalIlluminationMethod=1
r.GBufferFormat=1
r.GenerateMeshDistanceFields=True
r.HZBOcclusion=0
r.Lumen.DirectLighting.HardwareRayTracing=0
r.Lumen.HardwareRayTracing=True
r.Lumen.Radiosity.IrradianceCache=1
r.Lumen.Reflections.HardwareRayTracing.LightingMode=2
r.Lumen.ScreenProbeGather.HardwareRayTracing.LightingMode=2
r.Lumen.ScreenProbeGather.RadianceCache.GridResolution=12
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=64
r.Lumen.TraceMeshSDFs=1
r.MeshStreaming=True
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.AllowMovableDirectionalLights=False
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.MobileDynamicPointLightsUseStaticBranch=True
r.MobileHDR=False
r.NormalMapsForStaticLighting=False
r.RayTracing.HybridTranslucencySupport=True
r.RayTracing.Shadows=True
r.RayTracing.UseTextureLod=False
r.RayTracing=True
r.ReflectionMethod=1
r.SelectiveBasePassOutputs=false
r.Shadow.Nanite=0
r.Shadow.NaniteUseHZB=0
r.Shadow.Virtual.Enable=1
r.SkinCache.CompileShaders=True
r.SupportLowQualityLightmaps=False
r.SupportSkyAtmosphereAffectsHeightFog=True
r.SupportStationarySkylight=False
r.TemporalAA.Upsampling=True
r.TextureStreaming=False
r.UsePreExposure=True
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I updated to the 21.6.1 drivers that came out today. The UE5-MAIN project seemed to work. I think the new driver actually fixed the crashing with RT enabled. I’m still getting DXGI_ERROR_DEVICE_HUNG trying to use the path tracer/looking around heavier maps in my own project.

The Nanite jittering was new to me to see.

1 Like

I have an update! Using the latest UE5-MAIN build seems to have no compatibility issues*. Check out my video with the update information.

Update To My Compatibility Testing With The AMD Radeon 6700 XT & UE5-MAIN - YouTube

I’ve also noticed that commits made after I made this video seem to not have any build issues related to that Widget code.

1 Like

Good work, looks ok on windows. Thanks for all updates, so I am getting one as stock arrives.

I have a related question: Is anyone here using Amd 6000 series on UE5 Linux and how is the experience?

I have a 6000 series but have not tested UE5 in linux.

I wanted to say one small thing though. Valves new “Steam Deck” is using 6000 series APU. It is running linux (SteamOS, with Proton so it can play windows games). So if the drivers are not good now, they will get better before launch (December).
Judging by what i have seen i think they have vastly improved since the old days.

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Are you able to use the path tracer out of curiosity?

I dont think path tracer is part of UE5 from what i can tell.
All the raytracing options have been depreciated, its all done through Lumen now.
Lumen can be accelerated by HW RT, but i do not see any path tracer stuff in there.

It’s there, I’ve just been trying to see if it’s me having problems or AMD support went backwards since 4.26 when it used to work.

hmm i’ve got raytracing enabled and dont see the option, where do you see it?

Path Tracing by itself needs to be enabled in the same place HW RT is on ue5-main. On other versions it’s just there having HW RT enabled. GPULM uses it as well.

GPULM and Path Tracing both stopped working with 4.27/ue5-main.

To reply to anyone who was asking me if anything else is working on the 6000 series or just AMD cards in general: stuff has been changing way too much on the main branch for me to keep up with any sort of confidence in any sort of answer. I know that’s the point of the main branch but since I’m just a dude and I’m not paid to do any of this I’m going to have to pull out. I want to return the graphics card to who I borrowed it from. Plus, I’m starting to see compatibility issues even with my 2070 super on occasion. Epic is changing code very rapidly for multiple systems in ue5. Pretty much everything that we are finding out now I feel is going to be completely irrelevant by the time final release happens.

Edit: I moved my remastering project back to the Nvidia caustics ue4 branch that has rtxdi and the ddgi and all of the other stuff like that in it… While it has some advantages when it comes to scenes with many lights in it I still think that Lumen is ahead when it comes to quality and general universal compatibility.

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