Search Issue Tracker
In Progress
Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X
In Progress in 6000.3.X
Votes
0
Found in
6000.0.43f1
6000.1.0b11
6000.2.0a7
6000.3.0a1
Issue ID
UUM-100044
Regression
No
Crash on GfxDeviceD3D12Base::DrawBuffersCommon when disabling "Allow FSR2" parameter while in Play Mode with Direct3D12 set as graphics API
Reproduction steps:
1. Open the attached “repro_IN-96121“ project
2. Open the “Assets/OutdoorsScene.unity“ Scene
3. Enter the Play Mode and open the Game view
4. Make sure that all background compiling is finished (for example, the “Compiling compute variants“ process)
5. In the Hierarchy, select the “Main Camera“ GameObject
6. In the Inspector, in the “Camera” Component, expand the “Rendering“ section
7. Disable the “Allow DLSS“ parameter
8. Disable the “Allow FSR2“ parameter
9. Observe the Editor freeze for a while and then crash
Reproducible with: 6000.0.43f1, 6000.1.0b11, 6000.2.0a7
Couldn’t test with: 2022.3.60f1 - No “Allow FSR2“ option in this version
Reproducible on: Windows 10 (22H2)
Not reproducible on: macOS 15.3.1 Sequoia (Intel)
Notes:
* Not reproducible with Direct3D11
* Not reproducible with Vulkan
First few lines of the stack trace:
0x00007FFD598334BB (Unity) GfxDeviceD3D12Base::DrawBuffersCommon
0x00007FFD59832FCC (Unity) GfxDeviceD3D12Base::DrawBufferRanges
0x00007FFD598332A9 (Unity) GfxDeviceD3D12Base::DrawBuffers
0x00007FFD5B003EAD (Unity) GfxDeviceWorker::RunCommand
0x00007FFD5B00742C (Unity) GfxDeviceWorker::RunExt
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Persisted event listeners are reset when collapsing and expanding a component in the Inspector
- Floating Material Preview window has a burger icon button that does nothing when pressed
- TreeView drag and drop operation is not cancelled when a modal opens over it
- Remote Config window causes performance drop in Editor when multiple settings are added
- Property field override bar does not update transparency correctly when switching between valid and invalid GameObjects
Add comment