The most expensive ray tracing passes (global illumination, and reflections) provide a way to render the passes in tiles instead of a single pass using the following console variables: Some expensive ray tracing passes (such as Ray Tracing Global Illumination at very large resolutions) could take a long time to render and could trigger a TDR event. Hardware Ray Tracing is particularly costly and is more likely to trigger TDR events when it is enabled. In order to avoid these types of events, you can increase the amount of time it takes for a timeout to occur by editing the Windows Registry (see steps below for How to Resolve TDR Events). Instead, the engine should be able to split the task into smaller chunks so that TDR is avoided. Ideally, the engine should never send the GPU such an amount of work that triggers a TDR event. This is called a TDR event (or Timeout Detection and Recovery). If the CPU detects the operation is taking too much time (by default, it is two seconds in Windows), it resets the driver causing a GPU crash to occur. When the CPU sends a command to the GPU for computing something, the CPU sets a timer to count how much time the GPU needs to complete the operation. Understanding GPU Time Outs Caused by Expensive Operations (TDR Event) While working in the editor, if you have multiple viewports open, close all but one.Īvoid disabling primary features like Niagara or Ray Tracing.īypassing these components changes many things, which could lead to invalid conclusions as to the cause of the GPU crash. While working in the editor, you can use the Level Viewport Screen Percentage to render at a lower resolution. Simplify the scene using lower resolution textures, lower resolution meshes, culling to reduce objects in the scene, and so on. In this case try the following:Ĭlose other programs that may be consuming large amounts of GPU memory. If you are close to the available memory limit, it is most likely the problem causing the crash. With your project open and running, you can see how much GPU memory is being consumed versus what is availble. Windows Tasks Manager displaying the current stats for the GPU that include its available memory and current amount consumed. d3ddebug provides information about the D3D pipeline. gpucrashdebugging collects GPU progress and tracks the current GPU state when debugging GPU crashes. There are two debugging command line arguments that you can use to output logs with useful information. Therefore, it provides no actionable information. However, when a GPU crash happens, the CPU callstack does not really point to the real cause of the crash but just indicates what the CPU was doing when the GPU crash happened. When a crash occurs in Unreal Engine, you may want to start by looking at the callstack generated by Crash Reporter and log files that contain information to help in understanding what is happening. The sections below provide you with some debugging options to help identify the root cause and some preventative measures you can take. Times out while doing an expensive operation (TDR event)įor these reasons, in an application like Unreal Engine, it is not possible to always know why a crash occurs and may be impossible to avoid a crash at the application level. GPU crashes can occur for various reasons, such as: When you get a GPU crash, the callstack and logs may have messaging such as "GPUCrash - exiting due to D3D device being lost - D3D Hung" and "DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG." In these situations, Windows will kill the GPU driver, resulting in an application crash. Windows has implemented a safeguard to prevent applications from locking up by using too much memory, when processes take too long to complete, and various other reasons.
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