Search Issue Tracker
Active
Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X
Votes
1
Found in
6000.0.33f1
6000.1.0a10
6000.2.0a1
6000.3.0a1
Issue ID
UUM-91898
Regression
No
Crash on GfxDeviceD3D12Base::DrawBuffersCommon when rendering 60 real-time lights in the far distance
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/HillCrash.unity” Scene
3. Enter the Play Mode
4. Use “W”, “A”, “S” and “D“ keys to navigate around the small cube that is near
5. Shake the Camera while looking at the rotated cube in the distance
Expected result: Editor does not crash and continues to run
Actual result: Editor crashes
Reproducible with: 6000.0.5f1, 6000.0.33f1, 6000.1.0a10
Not reproducible with: 2022.3.55f1, 6000.0.4f1
Reproducible on:
Play Mode
Windows Standalone Player
iPad
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
First few lines of Stacktrace: (DX12)
0x00007FF94AD0FC0B (Unity) GfxDeviceD3D12Base::DrawBuffersCommon
0x00007FF94AD0F71C (Unity) GfxDeviceD3D12Base::DrawBufferRanges
0x00007FF94AD0F9F9 (Unity) GfxDeviceD3D12Base::DrawBuffers
0x00007FF94C4DAC77 (Unity) GfxDeviceWorker::RunCommand
0x00007FF94C4DE06C (Unity) GfxDeviceWorker::RunExt
0x00007FF94C4DE19D (Unity) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FF94A9410FD (Unity) Thread::RunThreadWrapper
0x00007FFA2DF17374 (KERNEL32) BaseThreadInitThunk
0x00007FFA2F57CC91 (ntdll) RtlUserThreadStart
Notes:
- Reproducible with DX11 and DX12
- Window with text “Failed to present D3D11 swapchain due to device reset/removed.This error can happen if you draw or dispatch very expensive workloads to the GPU, which can cause Windows to detect a GPU Timeout and reset the device.“ appears when crashing
- No Stacktrace with DX11
- Does not reproduce when lights are disabled
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [macOS] Editor window is not restored to previous position when launching the Editor and mouse cursor is on a different screen
- [Usability] Warning message in an Adaptive Probe Volume Component is not informative enough when Realtime Global Illumination is enabled
- Inspector for Adaptive Probe Volumes is not repainted when toggling Realtime Global Illumination setting in the Lighting Window
- Surface Inputs are not rendering when using the custom BaseShaderGUI
- Reflection Problem custom Cubemap loses its reference when HDR is enabled and the platform is switched
Add comment