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4.19 & 4.20 Editor & Packaged Games Have Hangs/Hiccups Constantly
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DistrictWare repliedAnyone still having this issue in 4.20.2? I simply open a blank project and turn on show FPS in the default level and my FPS fluctuates, I have also delete the dll mentioned above and still the issue persists.
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vbvisr repliedFYI
The way I solved the stutter on 4.19.2:
- close UE4
- in your project folder, in Config\DefaultEngine.ini, under [/Script/Engine.RendererSettings]: add the line "r.gpucrashdebugging=False"
- start UE4, open your project, build all and package your game
- in the packaged game folder delete (or rename) Packaged\WindowsNoEditor\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64\GFSK_Aftermath_Lib.x64.dll
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Syed repliedOriginally posted by John Alcatraz View Post
You really need to ship that source, I couldn't imagine working on any project without modifying the engine source, and of course I'd like to use your plugin, but I'm waiting for years now that you fix that. Theres almost no other UE4 plugin that limits you like that to launcher builds.
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gozu repliedOriginally posted by razmaz51 View Postin 4.19 got a packaging error after deleting the aftermath dll and disabling it ---------------------------ERROR: Failed to copy D:\UE_4.19\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64\GFSDK_Aftermath_Lib.x64.dll to D:\unreal projects\Shoot\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64\GFSDK_Aftermath_Lib.x64.dll
After deleting the files, make sure you run GenerateProject.bat, then open, clean, recompile?
Worked for me, if that helps
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razmaz51 repliedin 4.19 got a packaging error after deleting the aftermath dll and disabling it ---------------------------ERROR: Failed to copy D:\UE_4.19\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64\GFSDK_Aftermath_Lib.x64.dll to D:\unreal projects\Shoot\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64\GFSDK_Aftermath_Lib.x64.dll
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gozu repliedOriginally posted by Waurelius View PostHey folks. We've been investigating this for a while with some help from Nvidia and have determined many of these leaks and hitches can be attributed to a bug in Aftermath that was exposed by a change in the way we render certain things. For the moment in 4.20 we will be disabling Aftermath by default ( you can still enable it manually if you need it ). The change is a simple one in Engine/Config/BaseEngine.ini to set r.gpucrashdebugging to False. I've confirmed that this fixes the leak (and so far in my soak the hitching) in Deathrey's project. If anyone is interested in testing this fix, make the change I mentioned then reboot your machine just to be sure, and run your projects again. You can confirm Aftermath is disabled in the log, or just by checking the state of 'r.gpucrashdebugging' via the console. (It should be 0). If anyone STILL sees a leak or hitching please report back as it's likely a separate but similar issue. Thanks to everyone in this thread for helping us track this down!
Hi There, i see 4.20 is out now, and the release logs state this:- New: Added support for NVIDIA Aftermath to be enabled by default.
So, has this been disabled/fixed in the current new 4.20 release?
Cheers!
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- New: Added support for NVIDIA Aftermath to be enabled by default.
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razmaz51 repliedThing i dont get is i been using 4.19 for quite a while now and this just started in the last day or so.
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John Alcatraz repliedOriginally posted by Simon-IKinema View Post
With indie we don't ship our integration source which means you can't rebuild the plugin binaries out of the box. The good news is we have the 4.20 update ready to go - just waiting on the official release so users wont have to hang around to update your engine.Last edited by John Alcatraz; 07-14-2018, 01:47 PM.
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Simon-IKinema repliedOriginally posted by TheJamsh View PostAmazing that the team found a workaround this quickly. Goes to show what a good repro project can do.
Can you not compile the plug-in yourself in this instance? If not, 4.20 is probably just around the corner, so hopefully you can move versions easily.
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TheJamsh repliedAmazing that the team found a workaround this quickly. Goes to show what a good repro project can do.
Originally posted by StickySnoutStd View PostIKinema plugin.
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gozu repliedOriginally posted by Waurelius View PostHey folks. We've been investigating this for a while with some help from Nvidia and have determined many of these leaks and hitches can be attributed to a bug in Aftermath that was exposed by a change in the way we render certain things. For the moment in 4.20 we will be disabling Aftermath by default ( you can still enable it manually if you need it ). The change is a simple one in Engine/Config/BaseEngine.ini to set r.gpucrashdebugging to False. I've confirmed that this fixes the leak (and so far in my soak the hitching) in Deathrey's project. If anyone is interested in testing this fix, make the change I mentioned then reboot your machine just to be sure, and run your projects again. You can confirm Aftermath is disabled in the log, or just by checking the state of 'r.gpucrashdebugging' via the console. (It should be 0). If anyone STILL sees a leak or hitching please report back as it's likely a separate but similar issue. Thanks to everyone in this thread for helping us track this down!
Thank you VERY much, been waiting for this.
That's great news that it will be fixed in 4.20.
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StickySnoutStd repliedOriginally posted by Waurelius View Post
Yes this should work as well. You may have to force a rebuild if UBT doesn't pick up the modification for some reason.
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muchcharles repliedThere seems to be a bug. It is using:
Code:void FD3D11DynamicRHIModule::StartupModule() { #if NV_AFTERMATH // Note - can't check device type here, we'll check for that before actually initializing Aftermath FString AftermathBinariesRoot = FPaths::EngineDir() / TEXT("Binaries/ThirdParty/NVIDIA/NVaftermath/Win64/"); if (LoadLibraryW(*(AftermathBinariesRoot + "GFSDK_Aftermath_Lib.x64.dll")) == nullptr) { UE_LOG(LogD3D11RHI, Warning, TEXT("Failed to load GFSDK_Aftermath_Lib.x64.dll")); GDX11NVAfterMathEnabled = 0; return; } else { UE_LOG(LogD3D11RHI, Log, TEXT("Aftermath initialized")); GDX11NVAfterMathEnabled = 1; } #endif }
https://msdn.microsoft.com/en-us/lib...(v=vs.85).aspx
Under "Remarks" it tells a complicated alternate search it will do if given a relative path that fails.
UE4 should maybe be using: IPlatformFile::ConvertToAbsolutePathForExternalAppForRead instead here?
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Waurelius repliedOriginally posted by John Alcatraz View Post
Shouldn't it be enough to only change
if (Target.Platform == UnrealTargetPlatform.Win64)
to
if (Target.Platform == UnrealTargetPlatform.Win64 && false)
In NVaftermath.build.cs?
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Waurelius repliedStickySnoutStd I would expect the LoadLibrary call to simply fail silently rather than crash but changing the code via my or John Alcatraz 's method should also work.
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