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Won't Fix
Votes
9
Found in
2018.3.0a1
2018.3.5f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1127974
Regression
No
Editor crashes with GfxDeviceD3D11Base::CopyRenderSurfaceDesc after changing Editor layout using laptop GeForce Battery Boost
How to reproduce:
1. Open new Unity project
2. Unplug the laptop from charging
3. Turn on Battery Boost on GeForce Experience
4. Change Editor layouts several times and move any window afterward
5. After one tab turns completely white, change the layout a few more times
-----------------------------
Observe the crash
Reproduced with: 2018.3.6f1, 2019.1.0b4, 2019.2.2f1, 2019.3.0a12
Notes:
1) IMPORTANT! The laptop must be unplugged and GeForce Experience Battery Boost must be turned on.
2) Lately, there have been users stating that the issue reproduces even when the laptop is plugged in and GeForce Experience Battery Boost is disabled
Errors:
Assertion failed on expression: 'SUCCEEDED(hr)'
d3d11: swap chain: w=1143 h=542 fmt=28
d3d11: failed to create swap chain [0x887a0005]
D3D11: Failed to create RenderTexture (910 x 397 fmt 27 aa 1), error 0x887a0005
D3D11: Failed to create render texture primary DSV (error 0x80070057)
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carlosejt
Feb 23, 2019 19:49
I have not been able to continue with my project, my graphic card is NVIDIA GeForce GTX 1050 Ti with 4 GB . Although also when I change size some viewport (game or scene) the same thing happens, showing the viewport in black.
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Resolution Note:
This issue is caused because of Timeout Detection Recovery (TDR). This is a way for the Windows display manager to recover from bad situations or potentially hung GPUs, however it can be very aggressive and we as programmers or content producers have to be careful not to throw too much work on the GPU in the same "batch" unless it triggers.
The principle is this: if you submit work for a frame (or more correctly a piece of a frame) that takes more than a certain amount of time TDR kicks in and restarts the driver. It's nothing we at Unity can do much about sadly. However we have already added a new message dialogue for this in upcoming versions so you should get more information.
What you, as a user, can do is to either reduce workload (less vertices, fewer objects, simpler shaders), ensure the GPU can run at full speed (have laptop plugged in and cooled) or you can potentially increase the timeout as described on this Microsoft page:
https://docs.microsoft.com/en-us/windows-hardware/drivers/display/tdr-registry-keys
NVIDIA also has some tools in the Control Panel to play around this limitation.