What is the reason and/or fix for UE5 (5.03 & 5.1) freezing my whole pc?

I have an nvidia rtx 2080 gpu in the laptop. I have zero problems with dx11, it all started after enabling dx12 and sm6 to use nanite in the project. I tried installing older drivers, but the result was the same.

This is “Enable Order Independent Transparency ( Experimental )” in the project settings, It can effectively improve the semi transparent sorting problem, but it is still experimental in UE5.2 and therefore not very stable. According to my testing observations, enabling double-sided rendering will reduce the number of crashes

İf i open epic store app or game engine(5.2) my comp keep working but i cant refresh on desktop or cant open any files,folder or whole drivers but game engine and epic store keeps working.

Found out that it’s c:\ drive (SSD) that’s freezing whole PC. (When using Dx12 and RTX)

So looks like Nvidia driver dumps some cache very quickly that fills SSD buffer and freezes it.

You see this in Task Manager—>Performance->Disk 1

Couple of details:

  1. My Windows Temp folder is moved away to D:\ Drive
  2. Freezes happen 100% while using Movie Render Queque (So it uses C:\ Drive as a cache folder before saving it to destination folder)
  3. Freezes happen a lot while using UE5 editor + Screen recording or screen sharing (again some caching goes to c:\ drive).

My guess is that RTX has some “lightmap” (stored points) cache, that it rapidly dumps to SSD.
Last process (that uses heavy copying to ssd) I see before freeze is “system.exe”.

3 Likes

I’m loosing my mind over this too :sob: honestly can stress enough how frustrated I’ve been on the last days. Today I’ve already had to turn off my computer by force about 5 times. I can’t get my work done, already late on the deadline. So frustrating. Not to mention when it closes alone when I put a scene to render. My scene is not even that heavy, about 10G

1 Like

Bumping this, hopefully someone from the devs will see it. Same is happening with 5.2 engine version too.

3 Likes

i had the exact same problem on windows 11

i went back to windows 10 updated my CPU
and made sure i disabled vulkan and use DX11 instead this is still one of the biggest problems with UE sisnds the day it got introduced

sind that that i have no problems what so ever

Also,

Very temporary solution for those who has a freeze on Rendering.
Since it is SDD buffer that gets overloaded while saving all the image sequences too quickly, you need to slow down rendering just a bit (so it has time to save frames without overloading buffer).

For myself I just added extra Anti-Aliasing ->Spatial Sample Count.
This slowed down frame rendering a bit (now it’s few frames per second, instead of 30fps or more) and SSD is able to write them down without freezing.

Hey,

What to do when it is freezing the whole PC even without movie render queue? Just simply playing in the editor with a very basic map is causing fatal crashes.

2 Likes

I have been facing this issue very randomly throughout the editor.

5.3 and 5.2 I have tested so far. It would randomly throw a GPU timeout and the computer will freeze. Have also left the computer unattended overnight to see if it resolves on its own. No use. Increased TDRDelay no use. Disabled MPO no use as well.

The 100% way of recreating this on my PC seems to be creating a landscape in LIT mode. It would just crash as soon as I open the landscape dialog in LIT mode. but doing the same in Unlit mode works fine. Actually, no crashes at all if I keep the renderer on unlit throughout.

A few of the very random logs.

[2023.09.12-12.03.06:152][430]LogD3D12RHI: Warning: GPU timeout: A payload (0x00000A8A9B045200) on the [0x00000A8A859E8300, 3D] queue has not completed after 5.000000 seconds.
[2023.09.14-11.43.57:196][302]LogFileHelpers: Saving map 'test1' took 0.648
[2023.09.14-11.43.57:201][302]LogFileHelpers: InternalPromptForCheckoutAndSave took 5.77 sec
[2023.09.14-11.43.57:203][302]AssetCheck: New page: Asset Save: test1
[2023.09.14-11.43.57:203][302]LogContentValidation: Display: Validating /Script/Engine.World /Game/maps_production/test1.test1
[2023.09.14-11.44.02:613][310]LogD3D12RHI: Warning: GPU timeout: A payload (0x00000666C084BB00) on the [0x00000666AB218300, 3D] queue has not completed after 5.000000 seconds.
[2023.09.14-08.18.10:190][874]LogEditorViewport: Clicking Background
[2023.09.14-08.18.37:197][372]LogD3D12RHI: Warning: GPU timeout: A payload (0x00000AF6B5B67600) on the [0x00000AF697A28300, 3D] queue has not completed after 5.000000 seconds.
[2023.09.14-10.51.42:049][424]LogAutomationController: Ignoring very large delta of 3.36 seconds in calls to FAutomationControllerManager::Tick() and not penalizing unresponsive tests
[2023.09.14-10.51.53:139][  8]LogViewport: Scene viewport resized to 1150x885, mode Windowed.
[2023.09.14-10.52.04:380][369]LogD3D12RHI: Warning: GPU timeout: A payload (0x00000A9C17046F00) on the [0x00000A9BF9218300, 3D] queue has not completed after 5.000000 seconds.

I have tried all the nvidia drivers since August 2022. Same issue on all of them.
GPU is Titan X Maxwell architecture.

LogCsvProfiler: Display: Metadata set : platform="Windows"
LogCsvProfiler: Display: Metadata set : config="Development"
LogCsvProfiler: Display: Metadata set : buildversion="++UE5+Release-5.3-CL-27405482"
LogCsvProfiler: Display: Metadata set : engineversion="5.3.0-27405482+++UE5+Release-5.3"
LogCsvProfiler: Display: Metadata set : os="Windows 10 (22H2) [10.0.19045.3324] "
LogCsvProfiler: Display: Metadata set : cpu="GenuineIntel|Intel(R) Core(TM) i7-6850K CPU @ 3.60GHz"
LogCsvProfiler: Display: Metadata set : pgoenabled="0"
LogCsvProfiler: Display: Metadata set : pgoprofilingenabled="0"
LogCsvProfiler: Display: Metadata set : ltoenabled="0"
LogCsvProfiler: Display: Metadata set : asan="0"
LogCsvProfiler: Display: Metadata set : commandline="" E:\UnrealProjects_SSD\xxxxxx\xxxxx.uproject""
LogCsvProfiler: Display: Metadata set : loginid="86368e0d49251076e23d31aa94987927"
LogCsvProfiler: Display: Metadata set : llm="0"

I will try out 5.0 and 5.1.1 since they are the last engines where I didn’t have issues with the landscape editor.

1 Like

A possible solution. So far zero crashes after creating around 20 reasonably large landscapes on 5.3 in LIT mode.

For some reason, the engine seems to be stable now after turning on Intel Vanderpool Tech (Virtualization Tech) from the BIOS. Should be called SVM for AMD users.
Hopefully this sticks. Will update the reply thread if it crashes again in a similar manner.

Leads, Some Korean developer blogs were suffering with a similar issue with their installation of UE4. https://nybot-house.tistory.com/31

Still don’t understand how this affects the engine stability since I don’t see how the editor depends on virtualization at all.

[2023.09.15-04.53.17:789][698]LogFileHelpers: Loading map 'Train_TEMP2' took 18.519
[2023.09.15-04.53.20:146][702]LogSlate: Took 0.000400 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
[2023.09.15-04.53.25:665][706]LogD3D12RHI: Warning: GPU timeout: A payload (0x0000083549840E00) on the [0x00000835318BE280, 3D] queue has not completed after 5.000652 seconds.

Ayo we are back. VT didn’t fix the GPU timeout. But it did fix the 100% crash with the landscape tool.

Friends, I have encountered the same problem, have you solved it? How was it resolved

1 Like

Nope no solution so far. Very demoralised with work right now because of the freezes and crashes.

2 Likes

I found the key to the problem for me. raytracing shadow+ RTX40 + hair caused my computer to freeze。The problem I’m having is specific to rtx40

Hey all, I found a solution for me here :

Hope this help :pray:

Hey sadly those variables arent already in my uproject and adding them just makes the engine selector pop up and then it just doesn’t launch the engine after saying the project file is not writeable.

Oh, if you don’t already see the variables, here is precisely what you need to copy (just below the “Plugins” mention) :

	{
		"Name": "OpenXR",
		"Enabled": false,
		"SupportedTargetPlatforms": [
			"Win64",
			"Linux",
			"Android"
		]
	},
	{
		"Name": "VirtualScouting",
		"Enabled": false,
		"SupportedTargetPlatforms": [
			"Win64",
			"Linux"
		]
	},

Just in case you can download my uproject here
Initiation.uproject (2.1 KB)

I ended up running insights just to see if anything specific pops up in there regarding this.
One rare instance, it restarted the gpu and left bread crumbs as well. Adding them here in case anyone can figure out whats going on, because looks like devs sure don’t look at forums.

From CrashContext

<CallStack>KERNELBASE 0x00007ffedd8b0000 + 2cf19 UnrealEditor-Core 0x00007ffe62890000 + 603963 UnrealEditor-D3D12RHI 0x00007ffe43fc0000 + 16b1ac UnrealEditor-D3D12RHI 0x00007ffe43fc0000 + 16c755 UnrealEditor-D3D12RHI 0x00007ffe43fc0000 + f84b9 UnrealEditor-D3D12RHI 0x00007ffe43fc0000 + 10f8bc UnrealEditor-D3D12RHI 0x00007ffe43fc0000 + 117367 UnrealEditor-D3D12RHI 0x00007ffe43fc0000 + 1272ef UnrealEditor-Core 0x00007ffe62890000 + 684e22 UnrealEditor-Core 0x00007ffe62890000 + 678657 KERNEL32 0x00007ffede940000 + 17344 ntdll 0x00007ffedfdd0000 + 526b1</CallStack>
				<IsCrashed>true</IsCrashed>
				<Registers />
				<ThreadID>12560</ThreadID>
				<ThreadName>RHIInterruptThread</ThreadName>

Breadcrumbs rom Logs

[2023.09.29-18.03.42:923][378]LogPlayLevel: Display: Destroying online subsystem :Context_3
[2023.09.29-18.03.48:175][575]LogTexture: Display: Building textures: /Engine/Transient.Texture2D_6 (G8, 128x128 x1x1x1) (Required Memory Estimate: 0.432286 MB), EncodeSpeed: Fast
[2023.09.29-18.03.52:091][575]LogViewport: Scene viewport resized to 1170x900, mode Windowed.
[2023.09.29-18.04.14:146][588]LogD3D12RHI: Error: CurrentQueue.Fence.D3DFence->GetCompletedValue() failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:980 
 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

[2023.09.29-18.04.14:146][588]LogRHI: Error: [Aftermath] Status: Timeout
[2023.09.29-18.04.14:146][588]LogRHI: Error: [Aftermath] Failed to get Aftermath stack data
[2023.09.29-18.04.14:146][588]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2023.09.29-18.04.14:147][588]LogD3D12RHI: Error: [GPUBreadCrumb]	3D Queue 0
Breadcrumbs: > Frame 9585 [Active]
  Breadcrumbs: | BufferPoolCopyOps [Finished]
  Breadcrumbs: | TexturePoolCopyOps [Finished]
  Breadcrumbs: | WorldTick [Finished]
  Breadcrumbs: | SendAllEndOfFrameUpdates [Finished]
  Breadcrumbs: | NiagaraGpuComputeDispatch [Finished]
  Breadcrumbs: | ClearGPUMessageBuffer [Finished]
  Breadcrumbs: | VirtualTextureClear [Finished]
  Breadcrumbs: > Scene [Active]
    Breadcrumbs: | Niagara::GPUProfiler_BeginFrame [Finished]
    Breadcrumbs: | NiagaraGpuComputeDispatch [Finished]
    Breadcrumbs: | AccessModePass[Graphics] (Textures: 0, Buffers: 1) [Finished]
    Breadcrumbs: | FFXSystem::PreRender [Finished]
    Breadcrumbs: | FGPUSortManager::OnPreRender [Finished]
    Breadcrumbs: | GPUScene.UploadDynamicPrimitiveShaderDataForView [Finished]
    Breadcrumbs: | BuildRenderingCommandsDeferred(Culling=On) [Finished]
    Breadcrumbs: | AccessModePass[Graphics] (Textures: 7, Buffers: 4) [Finished]
    Breadcrumbs: | ClearDepthStencil (SceneDepthZ) [Finished]
    Breadcrumbs: | PrePass DDM_AllOpaqueNoVelocity (Forced by Nanite) [Finished]
    Breadcrumbs: | ComputeLightGrid [Finished]
    Breadcrumbs: | BeginOcclusionTests [Finished]
    Breadcrumbs: | BuildHZB(ViewId=0) [Finished]
    Breadcrumbs: | SubmitCommands [Finished]
    Breadcrumbs: | FenceOcclusionTests [Finished]
    Breadcrumbs: | SkyAtmosphereLUTs [Finished]
    Breadcrumbs: | CaptureConvolveSkyEnvMap [Finished]
    Breadcrumbs: | LumenSceneUpdate: 2 card captures 0.031M texels [Finished]
    Breadcrumbs: | ClearBuffer(Lumen.FeedbackAllocator Size=4bytes) [Finished]
    Breadcrumbs: | ClearBuffer(Lumen.Feedback Size=43776bytes) [Finished]
    Breadcrumbs: | LumenSceneLighting [Finished]
    Breadcrumbs: | GBufferClear [Finished]
    Breadcrumbs: | SkyAtmosphereEditor [Finished]
    Breadcrumbs: | BasePass [Finished]
    Breadcrumbs: | CopyStencilToLightingChannels [Finished]
    Breadcrumbs: | FVirtualShadowMapArray::BuildPageAllocation [Finished]
    Breadcrumbs: | ShadowDepths [Finished]
    Breadcrumbs: | DispatchToRHI [Finished]
    Breadcrumbs: | Readback [Finished]
    Breadcrumbs: | ClearStencil (SceneDepthZ) [Finished]
    Breadcrumbs: | DiffuseIndirectAndAO [Finished]
    Breadcrumbs: | ClearTranslucencyLightingVolumeCompute 64 [Finished]
    Breadcrumbs: | Lights [Finished]
    Breadcrumbs: | FilterTranslucentVolume 64x64x64 Cascades:2 [Finished]
    Breadcrumbs: | VolumetricCloud [Finished]
    Breadcrumbs: | VolCloudReconstruction [Finished]
    Breadcrumbs: | TSR ComputeMoireLuma 1170x900 [Finished]
    Breadcrumbs: | SkyAtmosphere [Finished]
    Breadcrumbs: | ExponentialHeightFog [Finished]
    Breadcrumbs: | VolCloudComposeOverScene [Finished]
    Breadcrumbs: | SetSceneTexturesUniformBuffer [Finished]
    Breadcrumbs: | FFXSystem::PostRenderOpaque [Finished]
    Breadcrumbs: | AsyncGpuTraceHelper::PostRenderOpaque [Finished]
    Breadcrumbs: | Niagara::PostRenderFinish [Finished]
    Breadcrumbs: | UnsetSceneTexturesUniformBuffer [Finished]
    Breadcrumbs: | FGPUSortManager::OnPostRenderOpaque [Finished]
    Breadcrumbs: | Translucency [Finished]
    Breadcrumbs: | VirtualTextureFeedbackCopy [Finished]
    Breadcrumbs: > PostProcessing [Active]
      Breadcrumbs: | TemporalSuperResolution(sg.AntiAliasingQuality=3) 1170x900 -> 1170x900 [Finished]
      Breadcrumbs: | LocalExposure [Finished]
      Breadcrumbs: | Histogram [Finished]
      Breadcrumbs: | SceneDownsample [Finished]
      Breadcrumbs: | LocalExposure - Blurred Luminance [Finished]
      Breadcrumbs: | HistogramEyeAdaptation (CS) [Finished]
      Breadcrumbs: | CopyEyeAdaptationToTexture (CS) [Finished]
      Breadcrumbs: | EnqueueCopy(EyeAdaptationBuffer) [Finished]
      Breadcrumbs: | BloomSetup 585x450 (PS) [Finished]
      Breadcrumbs: | SceneDownsample [Finished]
      Breadcrumbs: > Bloom [Active]
        Breadcrumbs: | GaussianBlur.BloomX 19x15 (PS, Static) [Finished]
        Breadcrumbs: | GaussianBlur.BloomY 19x15 (PS, Static) [Finished]
        Breadcrumbs: | GaussianBlur.BloomX 37x29 (PS, Static) [Finished]
        Breadcrumbs: | GaussianBlur.BloomY 37x29 (PS, Static) [Finished]
        Breadcrumbs: | GaussianBlur.BloomX 74x57 (PS, Static) [Finished]
        Breadcrumbs: | GaussianBlur.BloomY 74x57 (PS, Static) [Finished]
        Breadcrumbs: | GaussianBlur.BloomX 147x113 (PS, Static) [Finished]
        Breadcrumbs: | GaussianBlur.BloomY 147x113 (PS, Static) [Finished]
        Breadcrumbs: | GaussianBlur.BloomX 293x225 (PS, Static) [Finished]
        Breadcrumbs: > GaussianBlur.BloomY 293x225 (PS, Static) [Active]
        Breadcrumbs: > GaussianBlur.BloomX 585x450 (PS, Static) [Active]
        Breadcrumbs:   GaussianBlur.BloomY 585x450 (PS, Static) [Not started]
      Breadcrumbs:   Tonemap 1170x900 (PS GammaOnly=0) [Not started]
      Breadcrumbs:   EditorSelectionOutlines [Not started]
      Breadcrumbs:   CompositeEditorPrimitives 1170x900 MSAA=4 [Not started]
    Breadcrumbs:   Submit Lumen surface cache feedback [Not started]
    Breadcrumbs:   ReleaseRayTracingResources [Not started]
    Breadcrumbs:   RenderFinish [Not started]
    Breadcrumbs:   ExtractUniformBuffer [Not started]
  Breadcrumbs:   EnqueueCopy(GPUMessageManager.MessageBuffer) [Not started]
  Breadcrumbs:   AccessModePass[Graphics] (Textures: 14, Buffers: 5) [Not started]
  Breadcrumbs:   CanvasBatchedElements [Not started]
  Breadcrumbs:   CanvasBatchedElements [Not started]
  Breadcrumbs:   CanvasBatchedElements [Not started]
  Breadcrumbs:   CanvasBatchedElements [Not started]
  Breadcrumbs:   CanvasBatchedElements [Not started]
  Breadcrumbs:   CanvasBatchedElements [Not started]
  Breadcrumbs:   SlateUI Title = Train_BRDF - Unreal Editor [Not started]
  Breadcrumbs:   SlateUI Title = <none> [Not started]
Breadcrumbs:   Frame 9586 [Not started]

[2023.09.29-18.04.14:185][588]LogD3D12RHI: Error: [GPUBreadCrumb]	Copy Queue 0

[2023.09.29-18.04.14:195][588]LogD3D12RHI: Error: [GPUBreadCrumb]	Compute Queue 0

[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: DRED: Last tracked GPU operations:
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: DRED: Commandlist "FD3D12CommandList (GPU 0)" on CommandQueue "3D Queue (GPU 0)", 35 completed of 84
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 0, EndEvent
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 1, BeginEvent [BloomSetup 585x450 (PS)]
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 2, EndEvent
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 3, BeginEvent [SceneDownsample]
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 4, BeginEvent [Downsample(Scene(1/4) Quality=High PS) 585x450 -> 293x225]
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 5, EndEvent
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 6, BeginEvent [Downsample(Scene(1/8) Quality=High PS) 293x225 -> 147x113]
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 7, EndEvent
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 8, BeginEvent [Downsample(Scene(1/16) Quality=High PS) 147x113 -> 74x57]
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 9, EndEvent
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 10, BeginEvent [Downsample(Scene(1/32) Quality=High PS) 74x57 -> 37x29]
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 11, EndEvent
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 12, BeginEvent [Downsample(Scene(1/64) Quality=High PS) 37x29 -> 19x15]
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 13, EndEvent
[2023.09.29-18.04.14:207][588]LogD3D12RHI: Error: 	Op: 14, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 15, BeginEvent [Bloom]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 16, BeginEvent [GaussianBlur.BloomX 19x15 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 17, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 18, BeginEvent [GaussianBlur.BloomY 19x15 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 19, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 20, BeginEvent [GaussianBlur.BloomX 37x29 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 21, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 22, BeginEvent [GaussianBlur.BloomY 37x29 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 23, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 24, BeginEvent [GaussianBlur.BloomX 74x57 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 25, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 26, BeginEvent [GaussianBlur.BloomY 74x57 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 27, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 28, BeginEvent [GaussianBlur.BloomX 147x113 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 29, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 30, BeginEvent [GaussianBlur.BloomY 147x113 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 31, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 32, BeginEvent [GaussianBlur.BloomX 293x225 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 33, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 34, BeginEvent [GaussianBlur.BloomY 293x225 (PS, Static)] - LAST COMPLETED
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 35, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 36, BeginEvent [GaussianBlur.BloomX 585x450 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 37, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 38, BeginEvent [GaussianBlur.BloomY 585x450 (PS, Static)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 39, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 40, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 41, BeginEvent [Tonemap 1170x900 (PS GammaOnly=0)]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 42, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 43, BeginEvent [EditorSelectionOutlines]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 44, BeginEvent [OutlineDepth 1170x900]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 45, BeginEvent [EditorSelectionDepth]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 46, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 47, BeginEvent [DrawOutlineBorder]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 48, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 49, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 50, BeginEvent [OutlineColor 1170x900]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 51, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 52, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 53, BeginEvent [CompositeEditorPrimitives 1170x900 MSAA=4]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 54, BeginEvent [PopulateDepth 1170x900 MSAA]
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Op: 55, EndEvent
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: DRED: No PageFault data.
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: Memory Info from frame ID 9627:
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Budget:	11465.31 MB
[2023.09.29-18.04.14:208][588]LogD3D12RHI: Error: 	Used:	5642.53 MB

Logs from separate freezes

[2023.09.12-10.37.15:184][  1]Running Python start-up script 'D:/Epic Games/UE_5.3/Engine/Plugins/Animation/ControlRig/Content/Python/init_unreal.py': 1.039058 secs
[2023.09.12-10.37.15:397][  1]LogAssetRegistry: AssetRegistryGather time 0.6125s: AssetDataDiscovery 0.1586s, AssetDataGather 0.3692s, StoreResults 0.0847s.
[2023.09.12-10.37.15:891][  1]LogCollectionManager: Fixed up redirectors for 0 collections in 0.000008 seconds (updated 0 objects)
[2023.09.12-11.22.14:965][ 93]LogAnalytics: Display: [UEEditor.Rocket.Release] APIServer = https://datarouter.ol.epicgames.com/. AppVersion = 5.3.0-27405482+++UE5+Release-5.3
[2023.09.12-11.22.15:251][ 93]LogAnalyticsSessionSummarySender: Sent summary session report for: AppId=UEEditor.Rocket.Release SessionId={623AF6C9-4050-1FB8-D4A9-02BC3381F948}
[2023.09.12-11.36.34:541][671]LogDerivedDataCache: C:/Users/sande/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:32.547 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 16652 files in 18681 folders with total size 6819 MiB.
[2023.09.12-12.03.06:152][430]LogD3D12RHI: Warning: GPU timeout: A payload (0x00000A8A9B045200) on the [0x00000A8A859E8300, 3D] queue has not completed after 5.000000 seconds.
[2023.09.29-10.20.18:879][647]LogViewport: Scene viewport resized to 1130x885, mode Windowed.
[2023.09.29-10.26.39:201][ 62]LogSlate: Window 'Plugins' being destroyed
[2023.09.29-10.26.39:207][ 62]LogSlate: Window 'Plugins' being destroyed
[2023.09.29-10.26.39:463][ 62]LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.
[2023.09.29-10.27.06:414][400]LogD3D12RHI: Warning: GPU timeout: A payload (0x0000086F21971E00) on the [0x0000086D6E288300, 3D] queue has not completed after 5.000000 seconds.

[2023.09.29-19.04.04:421][236]LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=2
[2023.09.29-19.04.04:426][236]LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=2
[2023.09.29-19.04.04:537][236]LogUObjectHash: Compacting FUObjectHashTables data took   1.44ms
[2023.09.29-19.04.04:647][237]LogPlayLevel: Display: Destroying online subsystem :Context_1
[2023.09.29-19.04.11:016][339]LogViewport: Scene viewport resized to 1170x900, mode Windowed.

1 Like

Similar Behaviour with Vulkan, but log shows different error, Computer freezes briefly with Vulkan and then gpu restarts. No gpu crash error on editor, it just disappears and have to end process.

[2023.09.29-21.58.54:486][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.54:986][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.55:485][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.55:986][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.56:486][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.56:986][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.57:486][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.57:985][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.58:485][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.58:986][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.59:486][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.58.59:986][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)
[2023.09.29-21.59.00:485][822]LogRHI: Timed out while waiting for GPU to catch up on occlusion results. (0.5 s)

1 Like