Didn’t bother since up earlier in the post i was told VT wasnt needed for GPU mobile from the dev. Turning it off totally fixed it.
I’m getting similar issues in Preview 4 with some variation of DXGI_DEVICE_REMOVED/DXGI_DEVICE_HUNG on my 6800XT trying to use GPULM or the Path Tracer on its own. 21.6.1 drivers.
Path Tracer crash #1
[2021.08.07-00.50.56:949][183]LogD3D12RHI: Creating RTPSO with 135 shaders (134 cached, 1 new) took 3112.92 ms. Compile time 3097.21 ms, link time 15.62 ms.
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: RetCode = Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InitialState, ClearValue, &NewResource, Name, false) failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Allocation.cpp:1381
with error DXGI_ERROR_DEVICE_REMOVED
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - Begin: Frame 1182 - Scene - Path Tracing - Path Tracer Display (1613 x 814)
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: [GPUBreadCrumb] Compute Queue 0 - Begin: ClearTranslucencyLightingVolumeCompute 64
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: [GPUBreadCrumb] Copy Queue 0 - No Data
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: DRED: No PageFault data.
[2021.08.07-00.51.05:639][183]LogWindows: Error: Error reentered: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 684]
RetCode = Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InitialState, ClearValue, &NewResource, Name, false) failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Allocation.cpp:1381
with error DXGI_ERROR_DEVICE_REMOVED
[2021.08.07-00.51.06:782][183]LogWindows: FPlatformMisc::RequestExit(0)
Path Tracer crash #2
[2021.08.07-00.53.10:832][751]LogD3D12RHI: Creating RTPSO with 135 shaders (134 cached, 1 new) took 3117.20 ms. Compile time 3101.15 ms, link time 15.96 ms.
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed
at D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1172
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - Begin: Frame 751 - Scene - PostProcessing - EnqueueCopy(EyeAdaptation)
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: [GPUBreadCrumb] Compute Queue 0 - Begin: ClearTranslucencyLightingVolumeCompute 64
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: [GPUBreadCrumb] Copy Queue 0 - No Data
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: DRED: No PageFault data.
[2021.08.07-00.53.10:964][753]LogD3D12RHI: Error: pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed
at D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1172
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
[2021.08.07-00.53.12:221][754]LogWindows: Error: Error reentered: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 684]
pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed
at D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1172
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
[2021.08.07-00.53.13:333][754]LogWindows: FPlatformMisc::RequestExit(0)
GPULM Crash
[2021.08.07-00.55.32:150][833]LogGPULightmass: Resizing GPULightmass scratch tile pool to (6, 6) 408x408
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: hr failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:477
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - End: Frame 831 - SlateUI Title = PTTest - Unreal Editor
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: [GPUBreadCrumb] Compute Queue 0 - Begin: ClearTranslucencyLightingVolumeCompute 64
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: [GPUBreadCrumb] Copy Queue 0 - No Data
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: DRED: No PageFault data.
[2021.08.07-00.55.37:703][833]LogWindows: Error: Error reentered: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 684]
hr failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:477
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
[2021.08.07-00.55.38:789][833]LogWindows: FPlatformMisc::RequestExit(0)
Since VLM can’t use the denoiser (as it is 3D) it requires more samples than surface lightmaps. In 4.27.0 I introduced more settings to allow you put more samples into VLM:
Also VLM sampling is improved too and that should help a bit with the noise. See https://github.com/EpicGames/UnrealEngine/commit/6c8590c0d7e425f1b36af478e16679ccf2053447
Thanks so much! I’ll give it a try.
So this bug is still in here:
Must been a year or more since I reported it… is this ugliness going to be permanently left in UE4?
Bah, so I got my test case made with Landscape and RVTs for Android Vulkan. Got everything working, started packaging and bam!
UATHelper: Packaging (Android (ASTC)): LogMaterial: Warning: [AssetLog] F:\Unreal Projects\FFR_v30_issues\Content\Materials\M_RVT_Master.uasset: Failed to compile Material for platform SF_VULKAN_ES31_ANDROID, Default Material will be used in game.
UATHelper: Packaging (Android (ASTC)): LogMaterial: Warning: Cooking a material resource (in M_RVT_Master hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
PackagingResults: Warning: Cooking a material resource (in M_RVT_Master hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
EDIT: Never mind, I don’t think layered blend is supported in forward Android Vulkan
Do you guys have any plans to fix the graphical glitches on apple m1 hardware? This is the default third person template in preview 4
EDIT: This seems to be fixed by I updated to the latest version of bug sur & xcode! great news.
Ugh, another issue when building for forward Android Vulkan:
vulkan.txt.txt (8.7 KB)
The gist of it:
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Android (ASTC)): LogWindows: Error:
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Assertion failed: CompressedFormat == PF_Unknown || CompressedFormat == CompressedMip[0].PixelFormat [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/VT/VirtualTextureDataBuilder.cpp] [Line: 676]
Settings of my RVT:
Even if I switch from YCoGg to regular content, I still get the same error and project won’t build for Android Vulkan x64
Any idea ?
cant find any new doc, test three pc cant run swtichbaord
Why does 4.27 open the Epic Store in a browser when you launch a project without using the Epic Launcher?
Btw, I just submitted bug report case # 00346661
Where did you get that information? That’s not true at all.
On the Internets of course I will keep my fingers crossed.
Btw, I am not alone in this Package Fail: CompressedFormat == PF_Unknown || CompressedFormat == CompressedMip[0].PixelFormat
this bug Unreal Engine 4.27 Preview - #193 by motorsep only seems to happen when I use VTs with RVTs. If I only use RVTs and regular textures, I can package for forward Android Vulkan fine (although I haven’t run it on the device yet).
This issue is not fixed.
https://issues.unrealengine.com/issue/UE-101272
Sample settings for RT translucency are still ignored:
Same for this issue:
https://issues.unrealengine.com/issue/UE-87521
RT translucency still breaks the eye shader:
When put in front, RT translucency glass also breaks other materials. In this case SubSurfaceProfile. Filed a bug report but thought I’d also report it here:
@Luoshuang Will mGPU for lightmass always require NVLink and SLI or will it work without it in the future?
Amazing new updates, I love the updates in the new VR template, are there any plans to update the collab viewer template or any other with the new VR functions?