Let me start by saying that Unreal Engine 4 has totally enabled my archviz workflow to reach for the stars, with the High-Resolution mode that was introduced in 4.26.
However, there is a major issue with rendering high-resolution images (10k+ and up) in UE 5.1. Even the most basic scene will crash and run out of GPU memory when rendering out 6k images!
Additionally, I notice a new option located in the High-Resolution dialog box that spawned from hell! called “Allocate History Per Tile”
When this check box is not checked the high-resolution image looks broken, and when it is checked the editor is 80% more likely to crash, and run out of vram faster. (note: the editor also crashes when this option is not checked anyway)
This is a major major blow to persons using the engine for ArchViz Purposes, which needs to render high-quality images for marketing and large format prints. The whole purpose of the high-resolution option is to render out “High-Resolution” images (4k images and upwards) so the fact that this option is broken makes the UE 5.1 unusable for ArchViz artists.
Unfortunately this problem with DirectX 12 affects a lot of other features; I have problem with the Android visualization for example… Surely it’s a major bug since Directx12 are a lot more efficient when it comes down to CPU and GPU usage in general… let’s hope for a 5.1.1 soon, for now that’s the only solution I found.
This seems to be still broken even in 5.2?
I`m getting crashes no matter what settings I try (in dx12) with High resolution renders (above 8k), no matter what tiling I use. Currently the only option is to do 8k renders (in dx12) without using high res option, praying that the 24gb ram don’t run out… hope to get back the high res render option again soon…
WTF, seriously high resolutions rendering doen’t work anymore?
Practically unreal is unusable for archiviz. At lest epic games say you want to create just a game engine and archiviz artisti will look in other directions…
You don’t create a feature, and next because you are lazy and sloppy you broke it leaving people in ■■■■…
We experience the same issues. We had 0 issues in UE 5.0.3 with pathtracing.
Since 5.1 up to 5.4 we cant render high resolution renders anymore.
We have a render pc that has an rtx 3090 and 256gb of ram. So the shared GPU memory is a total of 152GB which should be albe to handle alot.
I though the main thing that changed was the PSOPrecaching that was added since 5.1.
I tried to disable it with r.PSOPrecaching=0 but that did not help.
Has anyone found a workaround to get the same stability as 5.0.3. for pathtracing rendering?
Well… I record 15k video and had the same problem, what helped me, was to set if not yet bloom method to standard… even if I needed convolution, or disable it maybe and set it in a post process effect like in davinci resolve.