vr.InstancedStereo=True causes PSO Shader Compilation failure with HDR

Using

  • r.HDR.EnableHDROutput=1
  • r.HDR.UI.CompositeMode=1
  • r.AllowHDR=1

In combination with

  • vr.InstancedStereo=True

The engine will crash out at the PSO Precache stage. Specifically it’s the r.HDR.UI.CompositeMode=1 setting that does not like vr.InstancedStereo=True

This happens even if you aren’t in VR. If these settings are in your DefaultEngine.ini, the Editor will crash on Launch, same with Clients.

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 584]
Shader compilation failures are Fatal.

UnrealEditor_RHI!HandlePipelineCreationFailure() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp:584]
UnrealEditor_RHI!FCompileGraphicsPipelineStateTask::CompilePSOInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp:3390]
UnrealEditor_RHI!TCompilePipelineStateTaskBase<FCompileGraphicsPipelineStateTask,FGraphicsPipelineStateInitializer>::CompilePSO() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp:3217]
UnrealEditor_RHI!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:696]
UnrealEditor_RHI!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:518]
UnrealEditor_RHI!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::13’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:757]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:220]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

Platform: Windows 11
RHI: DX12 SM6
GPU: NVIDIA RTX 5080
CPU: AMD Ryzen 9 9950X3D