Nice, thanks!
Oh, he did?
Nice, thanks!
Oh, he did?
Watch it on Oculus Twitch channel.
@
I just tried to build the newest master from github, and this is what I got:
I guess something is wrong?
Edit:
I had to change
VULKAN_ENABLE_DRAW_MARKERS PLATFORM_WINDOWS
to
VULKAN_ENABLE_DRAW_MARKERS 0
then it compiled
I have tested the Particle Effects Demo again, and the post process problem is fixed, but the light shafts are still missing with -vulkan -featureleveles31.
I have also tried running it with -vulkan -sm4, that unfortunately crashes.
Interesting, do you have a local Vulkan SDK installed? What version? It’s supposed to pick up the latest SDK, whether the one we distribute or yours if newer, but there could be a bug.
Did you set VULKAN_USE_NEW_RENDERPASSES to 1 for sm4? That will be the default when we merge into main in a couple of weeks.
I have a VulkanSDK installed, but I guess its quite old, 1.0.5.0.
Yes, I did set VULKAN_USE_NEW_RENDERPASSES to 1 before compiling.
I’d remove it or install a newer one. IIRC UE4 has 1.0.21.1 distributed with the source, so if you remove yours it should work nicely. Let me know, and post the callstack for the crash if you can!
You were right, I installed the newest Vulkan SDK, changed that line back to VULKAN_ENABLE_DRAW_MARKERS PLATFORM_WINDOWS, did a full rebuild and I no longer got the errors!
I also found that I actually linked to an old engine version in the .bat files I use to run the project with console commands, so I tested with the wrong engine version
After fixing that, the lightshafts now work in ES31 config ES31 looks same in Vulkan now like without Vulkan I think, apart from that I get a strange pattern on the image, looks almost like an ASCII representation of the scene :rolleyes: It looks funny, but I think it is not the result I should get.
I will also test SM4 again now, compiling shaders just always takes ages
Nice to see it kinda works
I’m working on EffectsCave now, it has other issues, hopefully on our next merge to main it will be clean. Can you try SunTemple to make sure it works? And are you on NV or AMD or Intel?
I can try SunTemple, sure. But EffectsCave should not crash, right? It still crashes with SM4, unfortunately. I think “-game -vulkan -sm4” are the correct commands to use for SM4?
I probably haven’t built the crash report client :rolleyes:
http://puu.sh/rExX9/a0a1e3096a.png
Shouldn’t matter though since I can get the callstack from the log file…
[2016.10.10-21.11.56:526] 3]LogWindows: Could not start CrashReportClient.exe
[2016.10.10-21.11.56:526] 3]LogMemory: Platform Memory Stats for Windows
[2016.10.10-21.11.56:526] 3]LogMemory: Process Physical Memory: 1769.21 MB used, 1793.51 MB peak
[2016.10.10-21.11.56:526] 3]LogMemory: Process Virtual Memory: 1735.22 MB used, 1761.64 MB peak
[2016.10.10-21.11.56:526] 3]LogMemory: Physical Memory: 20786.88 MB used, 28260.41 MB free, 49047.29 MB total
[2016.10.10-21.11.56:526] 3]LogMemory: Virtual Memory: 2779.63 MB used, 28260.41 MB free, 8388608.00 MB total
[2016.10.10-21.12.56:071] 3]LogWindows: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
[2016.10.10-21.12.56:080] 3]LogWindows: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
[2016.10.10-21.13.14:256] 3]LogWindows:Error: === Critical error: ===
[2016.10.10-21.13.14:256] 3]LogWindows:Error:
[2016.10.10-21.13.14:256] 3]LogWindows:Error: Fatal error: [File:J:\UETest\UnrealEngine-master\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 791]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: Rendering thread exception:
[2016.10.10-21.13.14:256] 3]LogWindows:Error: Fatal error!
[2016.10.10-21.13.14:256] 3]LogWindows:Error:
[2016.10.10-21.13.14:256] 3]LogWindows:Error:
[2016.10.10-21.13.14:256] 3]LogWindows:Error:
[2016.10.10-21.13.14:256] 3]LogWindows:Error:
[2016.10.10-21.13.14:256] 3]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[2016.10.10-21.13.14:256] 3]LogWindows:Error:
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-VulkanRHI.dll!FVulkanFramebuffer::ContainsRenderTarget() [j:\uetest\unrealengine-master\engine\source\runtime\vulkanrhi\private\vulkanrhiprivate.h:264]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-VulkanRHI.dll!FVulkanCommandListContext::FRenderPassState::NotifyDeletedRenderTarget() [j:\uetest\unrealengine-master\engine\source\runtime\vulkanrhi\private\vulkanrendertarget.cpp:182]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-VulkanRHI.dll!FVulkanBackBuffer::~FVulkanBackBuffer() [j:\uetest\unrealengine-master\engine\source\runtime\vulkanrhi\private\vulkantexture.cpp:1253]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-VulkanRHI.dll!FVulkanBackBuffer::`scalar deleting destructor'()
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-RHI.dll!<lambda_54173e0b11f4d85204d604f752bf44cc>::operator()() [j:\uetest\unrealengine-master\engine\source\runtime\rhi\private\rhi.cpp:122]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-RHI.dll!FRHIResource::FlushPendingDeletes() [j:\uetest\unrealengine-master\engine\source\runtime\rhi\private\rhi.cpp:166]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [j:\uetest\unrealengine-master\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:613]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [j:\uetest\unrealengine-master\engine\source\runtime\renderer\private\scenerendering.cpp:1637]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: KERNELBASE.dll
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::EnqueueFromOtherThread() [j:\uetest\unrealengine-master\engine\source\runtime\core\private\async askgraph.cpp:1016]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!FTaskGraphImplementation::QueueTask() [j:\uetest\unrealengine-master\engine\source\runtime\core\private\async askgraph.cpp:1668]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!TGraphTask<FStatMessagesTask>::SetupPrereqs() [j:\uetest\unrealengine-master\engine\source\runtime\core\public\async askgraphinterfaces.h:963]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!TGraphTask<FStatMessagesTask>::Setup() [j:\uetest\unrealengine-master\engine\source\runtime\core\public\async askgraphinterfaces.h:980]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!TGraphTask<FStatMessagesTask>::FConstructor::ConstructAndDispatchWhenReady<FStatPacket * __ptr64 & __ptr64>() [j:\uetest\unrealengine-master\engine\source\runtime\core\public\async askgraphinterfaces.h:753]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [j:\uetest\unrealengine-master\engine\source\runtime\core\private\misc\assertionmacros.cpp:315]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!FMemStackBase::~FMemStackBase() [j:\uetest\unrealengine-master\engine\source\runtime\core\public\misc\memstack.h:80]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!FMemStack::~FMemStack()
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Renderer.dll!FMemStack::`scalar deleting destructor'()
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!FRunnableThread::FreeTls() [j:\uetest\unrealengine-master\engine\source\runtime\core\private\hal hreadingbase.cpp:380]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [j:\uetest\unrealengine-master\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:87]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [j:\uetest\unrealengine-master\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:31]
[2016.10.10-21.13.14:256] 3]LogWindows:Error: kernel32.dll
[2016.10.10-21.13.14:256] 3]LogWindows:Error: ntdll.dll
[2016.10.10-21.13.14:256] 3]LogWindows:Error: ntdll.dll
[2016.10.10-21.13.14:256] 3]LogWindows:Error:
[2016.10.10-21.13.14:258] 3]LogThreadingWindows:Error: Runnable thread RenderThread 1 crashed.
[2016.10.10-21.13.14:258] 3]LogWindows:Error: HandleError re-entered.
[2016.10.10-21.13.14:258] 3]LogWindows: FPlatformMisc::RequestExit(1)
[2016.10.10-21.13.14:258] 3]Log file closed, 10/10/16 23:13:14
Will test SunTemple in ES31 and SM4 now.
I’m using an AMD R9 390 and I have the newest driver installed (16.9.2).
That is fixed but missed the merge to master.
You can try running with -onethread as it mitigates that.
And yes those are the cmd line params for sm4.
Hm, I just ran it with “-game -vulkan -sm4 -onethread” and I think it still crashed with the exact same crash…
[2016.10.10-21.22.43:646] 0]LogWindows: Could not start CrashReportClient.exe
[2016.10.10-21.22.43:646] 0]LogMemory: Platform Memory Stats for Windows
[2016.10.10-21.22.43:646] 0]LogMemory: Process Physical Memory: 2112.92 MB used, 2141.83 MB peak
[2016.10.10-21.22.43:646] 0]LogMemory: Process Virtual Memory: 2081.43 MB used, 2109.24 MB peak
[2016.10.10-21.22.43:646] 0]LogMemory: Physical Memory: 21781.17 MB used, 27266.12 MB free, 49047.29 MB total
[2016.10.10-21.22.43:646] 0]LogMemory: Virtual Memory: 3110.64 MB used, 27266.12 MB free, 8388608.00 MB total
[2016.10.10-21.22.43:646] 0]LogWindows:Error: === Critical error: ===
[2016.10.10-21.22.43:646] 0]LogWindows:Error:
[2016.10.10-21.22.43:646] 0]LogWindows:Error: Fatal error!
[2016.10.10-21.22.43:646] 0]LogWindows:Error:
[2016.10.10-21.22.43:646] 0]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[2016.10.10-21.22.43:646] 0]LogWindows:Error:
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-VulkanRHI.dll!FVulkanFramebuffer::ContainsRenderTarget() [j:\uetest\unrealengine-master\engine\source\runtime\vulkanrhi\private\vulkanrhiprivate.h:264]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-VulkanRHI.dll!FVulkanCommandListContext::FRenderPassState::NotifyDeletedRenderTarget() [j:\uetest\unrealengine-master\engine\source\runtime\vulkanrhi\private\vulkanrendertarget.cpp:182]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-VulkanRHI.dll!FVulkanTexture2D::~FVulkanTexture2D() [j:\uetest\unrealengine-master\engine\source\runtime\vulkanrhi\private\vulkantexture.cpp:1241]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-VulkanRHI.dll!FVulkanTexture2D::`scalar deleting destructor'()
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-RHI.dll!<lambda_54173e0b11f4d85204d604f752bf44cc>::operator()() [j:\uetest\unrealengine-master\engine\source\runtime\rhi\private\rhi.cpp:122]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-RHI.dll!FRHIResource::FlushPendingDeletes() [j:\uetest\unrealengine-master\engine\source\runtime\rhi\private\rhi.cpp:166]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily() [j:\uetest\unrealengine-master\engine\source\runtime\renderer\private\scenerendering.cpp:1805]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-Engine.dll!UGameViewportClient::Draw() [j:\uetest\unrealengine-master\engine\source\runtime\engine\private\gameviewportclient.cpp:1123]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-Engine.dll!FViewport::Draw() [j:\uetest\unrealengine-master\engine\source\runtime\engine\private\unrealclient.cpp:1163]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-Engine.dll!UGameEngine::RedrawViewports() [j:\uetest\unrealengine-master\engine\source\runtime\engine\private\gameengine.cpp:475]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-Engine.dll!UEngine::LoadMap() [j:\uetest\unrealengine-master\engine\source\runtime\engine\private\unrealengine.cpp:10120]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-Engine.dll!UEngine::Browse() [j:\uetest\unrealengine-master\engine\source\runtime\engine\private\unrealengine.cpp:9387]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor-Engine.dll!UGameInstance::StartGameInstance() [j:\uetest\unrealengine-master\engine\source\runtime\engine\private\gameinstance.cpp:342]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor.exe!FEngineLoop::Init() [j:\uetest\unrealengine-master\engine\source\runtime\launch\private\launchengineloop.cpp:2379]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor.exe!GuardedMain() [j:\uetest\unrealengine-master\engine\source\runtime\launch\private\launch.cpp:139]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor.exe!GuardedMainWrapper() [j:\uetest\unrealengine-master\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor.exe!WinMain() [j:\uetest\unrealengine-master\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255]
[2016.10.10-21.22.43:646] 0]LogWindows:Error: kernel32.dll
[2016.10.10-21.22.43:646] 0]LogWindows:Error: ntdll.dll
[2016.10.10-21.22.43:646] 0]LogWindows:Error: ntdll.dll
[2016.10.10-21.22.43:646] 0]LogWindows:Error:
[2016.10.10-21.22.43:675] 0]LogExit: Executing StaticShutdownAfterError
[2016.10.10-21.22.43:682] 0]LogWindows: FPlatformMisc::RequestExit(1)
[2016.10.10-21.22.43:682] 0]Log file closed, 10/10/16 23:22:43
(That was still particle effects cave, will try SunTemple now)
You can try locally commenting out the call to NotifyDeletedRenderTarget() to unblock you, but it might leak memory
I did that and then it crashed from another place where NotifyDeletedRenderTarget() is called, so instead I now just added a return; on the top of that function. I have 48GB RAM, so memory leaks are not really a problem.
And now the particle effects demo works with SM4! And it looks really awesome, the ASCII effect bug does not exist in SM4, it looks pretty much perfect
For some reason in both DX and VK there is some kind of bug with the ground (there is a hole in the ground in front of the camera), but thats not related to Vulkan since it happens with DX SM4 too! The only small difference I see with those two screenshots is that with Vulkan the fire is missing, but apart from that it’s perfect!
There is a bug with moving the camera around though, there is extreme flickering when doing that with Vulkan. But a still camera shot looks awesome
Thanks , I will be out most of this week @ steam dev days but I’ll focus on this map for bugs next
I have tested SunTemple now… With ES31 the statues are black, I think that’s wrong:
[spoiler]
http://puu.sh/rEDnM/52596ba59e.png
[/spoiler]
With SM4 they were black too, while it was still compiling shaders everything looked quite normal, but once it finished the shader compile it suddenly looked like this:
[spoiler]
http://puu.sh/rEDzT/896beae35f.png
[/spoiler]
Even after a restart, that look stayed:
[spoiler]
http://puu.sh/rEDHs/dfd9282d52.png
[/spoiler]
Everything has those dark patterns on it, just the sky looks correct.
[spoiler]
http://puu.sh/rEDKD/bde5c87166.png
[/spoiler]
DX SM4 looks correct.
Wow that’s crazy town :eek:
What card and driver are you running? We might do a merge next week to main, hopefully most of the issues are fixed with it.
Any word from Khronos when Vulkan API for mobile VR is coming ?
Nope. Maybe for Vulkan Next. We have a panel tomorrow on Steam Dev Days, and there are Khronos people, so there might be news there.