Hey everyone!
So I have been having this issue for almost a full year now over multiple Unreal versions (from ue4 4.25 up untill UE5 5.0 preview 2) and I have tried pretty much everything everything I could find that was suggested on similar crash posts.
At this point I dont even know anymore if the original reason for crashing was the same issue as I am having now. but I feel at the end of the road regarding this issue.
From installing specific GPU drivers, reverting back to older GPU drivers, installing GPU game-driver variants, installing GPU studio-driver variants, disabling certain NVIDIA control panel global settings, reinstalling fresh windows 10, installing fresh windows 11 and increasing TDP timing.
None of these have helped sadly. Which leaves me only with disabling DX12 altogether on all my projects, which is a massive shame since so many of the new features in all these updates are great to play around with if the editor didn’t crash very spontaniously.
Basically to get to the point:
Every time I open an unreal project using DX12, it normally takes around 10 minutes to crash. but after multiple times of restarting the editor, it seems to take longer and longer before it crashes. At some point not crashing for a few hours. Up untill I restart my PC.
Keeping an eye on Task Manager I can’t get any indication of what may be causing the GPU to crash. Video memory doesn’t necessarily gets used to much during crashing, neither is compute, 3D or copy engines.
I consistently get the following crash report:
Here is the crash log file:
TankEnvironment.log (105.7 KB)
I am kind of at the end of the road with all the solutions and options I could think of, so hence why I ask it here now in the forums.
Hopefully anybody can give me suggestions for how to fix this, I wouldn’t be surprised it may be something incredibly easy to be honest. I just can’t think of anything anymore that I could try
PC Specs:
CPU: I9-9900K
RAM: 64GB DDR4 2166Mhz
GPU: RTX 2080TI
Motherboard: Gigabyte Z390 Gaming X
I have looked into running the editor in Debug mode as well with a breakpoint set to the line after the UE_LOG
function call in the void VerifyD3D12Result()
function of file: D:\Unreal\UE_5.0\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp | Line: 860
.
This seems to atleast narrow it down to the VERIFYD3D12RESULT
function failing for void FD3D12DefaultBufferAllocator::AllocDefaultResource()
in file: D:\Unreal\UE_5.0\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp | Line: 1438
This makes me think that something is causing the memory allocation of a buffer to fail, but tracking that further then this is not something I am experienced enough to do.
I hope that gives you all the info needed to help me with this issue.
Sorry for the long post, hopefully it has enough information to go off of to help me fix this
Kay