Unreal Engine 4.27 Preview

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:
TvBG03i0F5
Also VLM sampling is improved too and that should help a bit with the noise. See https://github.com/EpicGames/UnrealEngine/commit/6c8590c0d7e425f1b36af478e16679ccf2053447

1 Like

Thanks so much! I’ll give it a try.

So this bug is still in here:

bild

bild

Must been a year or more since I reported it… is this ugliness going to be permanently left in UE4? :frowning:

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 :frowning:

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 :confused:

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? :face_with_symbols_over_mouth:

Btw, I just submitted bug report case # 00346661

Where did you get that information? That’s not true at all.

1 Like

On the Internets of course :smiley: 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:

1 Like

Same for this issue:
https://issues.unrealengine.com/issue/UE-87521

RT translucency still breaks the eye shader:

2 Likes

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:

RT_Trans_Skin

3 Likes

@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?