Why doesn't VR mode work with DirectX 12?

I can use Twinmotion VR in DirectX 11 mode. Even there are many problems (flickering, shaking, broken textures, low resolution etc...) it works anyway.

But in DirectX 12 mode, when I press "Start VR" then Twinmotions crashes and shuts down.

I have sent many crash reports before finding this DirectX 12 thing...

Do you plan to solve this issue with DirectX 12 mode? Or will it never be possible to use DirectX 12 in VR mode? Only DX11 for VR? Quality differs very much...

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My Graphics Card : ASUS Radeon Dual RX 6700 XT

My Processor : AMD Ryzen 7 3700X

My RAM : 32 GB DDR4

Hello ,

Thank you for posting your question in the community and sorry to hear you are having troubles when running VR using DirectX 12 mode.

Here are the things to check:

  • Windows 10 version is updated to at least 20H2, 21H1 or 21H2 (Go to Windows Setting -> System -> About to check)

If you are on the latest version of Windows and are having crashes with DirectX 12 we would need you to contact us and report a bug so we can investigate. Contact us link: https://twinmotionhelp.epicgames.com/s/case-community-page

We have reports that switching to DirectX 11 does not crash and you can try that as well. If you have more than one GPU also follow the instructions in this article to make sure you are using the correct one.

https://twinmotionhelp.epicgames.com/s/article/Use-your-dedicated-GPU-with-Twinmotion-on-a-Windows-computer

Kind regards,

Vincent B.

Hello again.

My Windows 10 is up to date, 21H2. My AMD Radeon drivers are up to date. Everything works just fine. Only VR mode with DirectX 12 fails.

Yes, DirectX 11 works fine but it has many problems as I said (flickering, shaking, broken textures, low resolution etc...).

As I made a search, there are other people having the same issue. I am not the only one. So, you should focus on VR with DirectX 12 usage.

I have sent crash reports. We will see...

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Were you ever to able to get this problem solved? I have similar specs to you and my Twinmotion crashes 20-30 seconds after entering VR Mode. Everything looks great at first, but then the display starts to flicker and ultimately crash. Very very frustrating considering our computers should be able to easily run this.

I've noticed that TM uses a lot of VRAM just to run complex scenes outside of VR. I'm working on an interior retail model with a lot of HQ textures and lighting. It uses over 7GB of my 3070 8GB. Right away I realized VR wouldn't be possible given the Quest 2 takes anywhere from 2-4GB+ (depending on the resolution settings of the headset) alone when connected to Quest Link.

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Makes me think you would need a minimum of 12GB to run properly. Which is what TM recommends when using VR and you have a dual 12GB card setup correct? Does TM support dual card setups? I've been looking but haven't seen an official answer on that (but a handful of people have asked)

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Iā€‹ have a 3090Ti 24GB that should be at the office by Tuesday and can't wait to see if VR will work at max resolution.

I've had a couple hours to mess around with VR on this new card and it's definitely much better. But it seems like I have to turn off all of my lights and use manual exposure for it to not crash (using Ultra settings on VR and Medium on Viewport). I do get the black flickering issue for about 30-60 seconds. IMO, it seems like it's still loading all of the assets in that time, and then it smooths out. This is all being tested in "real-time" inside of my project.

Once I finish this final VR panorama test, I'm going to export a "presentation" with 2-3 scenes and see if it goes smoother that way with their Presentation export/exe file. This was all done/tested with the default DX12 setting. My graphics card was being utilized up to 10GB for VRAM and my 3D utilization was always slammed at 100%. Wondering if that has to do with the full software running, as well as having VR going? Once Im confident in the temperatures Im getting with this card, I'll start to OC it and see how much extra I can get from it.

I have noticed with rendering, If I'm sitting in the scene/viewport (lights, textures, etc) Im maxing out the 3D utilization aspect of my card. If I go outside of the scene, facing nothing, it drops to almost 0%, and that's when I'll start my exports. Which makes me think this stress on the card would carry over maybe to VR? Viewport vs VR? Would love to know what setup Epic/TM was using for their webinar that showcased their VR demo of that office space. What were the specs of that machine? Was that being done through an export of a presentation, or just in the project file and VR activated?

On a side note, TM definitely uses that VRAM if it has it lol This is what's being used to render out a single 16K panorama with PT on. It's been going for 1h19m. Still "estimated" 21 minutes left. But then again, it told me an hour total when I started it ;P

20220621_215439

hello

Twinmotion crashes with directx12

I have been launching and crashing twinmotion on a occulus quest headset for a month before understanding that won't work with directx 12.

It does work fine with directx 11.

Just to let know.

Twinmotion Navigation missing options

Teleport is not a good way of navigating in a 3d scene.

Try blender in VR and you will immediately understand what I mean.

Setup is simple and free.

You can walk in the scene, move where ever you want, and teleport more user friendly than in twinmotion.

You can even watch the VR user and hands moving in the scene.

I do not understand why navigation submenu option in twinmotion has no effect on the joy stick and other buttons.

Whereas the joy sticks are shown and real time shadows rendered !

If someone has currently navigated with NO TELEPORT in twinmotion with the occulus quest 2 please let me know how.

Regards

Hello ,

Thank you for reporting theses problems to us and we would need to investigate further those issues. Would you be able to submit a bug/crash report by following this link so we can best troubleshoot these behaviors: https://twinmotionhelp.epicgames.com/s/case-community-page

Kind regards,

Vincent B,

Hi Harry

Just wanted to say that I has similar issues when running in VR mode last year in that it would crash after 20-30 seconds. I thought it was exclusive to Twinmotion but after testing further it turned out that my GPU was at fault and as soon as it hit certain temperatures it would crash. Because other work I was doing on my PC wasn't as graphically intensive, I hadn't pushed the graphics card so much.

If you are still experincing these issues, can I suggest using some monitoring software to record what temps your GPU are at when it crashes in TM. Then try running some GPU testing software to push the graphics card and see if you experience the same. Doing this ultimately helped me determine it was the GPU and not TW at fault and my GPU was replaced which solved this issue.

Having said all that, even with my new Nvidia 3060 Ti GPU, I do experience crashes. Turning Skydome off and lowering the VR quality settings in preferences (vs. the toolbar in VR mode) have helped.

Hope this helps.

Russell

Thanks for the answer.

As you mentioned, I have already 12 GB of GPU's VRAM and also 12 GB of shared RAM. I don't think it is related. Because TM crashes just at the moment I click on VR symbol.

BTW, I also wonder your results with 3090Ti. Please let us know if TM VR works in Directx 12 with 3090 Ti card.

Will do. Amazon confirms a delivery tomorrow. Fingers crossed it doesn't get "lost in transit" :P

I was experiencing the same issue as you when I tried loading my model in VR. It would be extremely laggy for a couple of seconds, black flickering, then TM would crash. The only way I could get it somewhat smooth was dropping the MHz of the Quest 2 back to stock/recommended and lowering the resolution scale below recommended, using a much smaller model, display of my model space to "low" and VR settings at either low or medium. Even then, my 8GB card was maxed out. But still looked pretty cool seeing/standing next to two massive bridge span movers lol