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Fixed in 2022.2.X

Fixed in 2021.2.X, 2021.3.X, 2022.1.X

Votes

1

Found in

2020.1.0a26

2020.1.0b1

Issue ID

1225488

Regression

Yes

[HDRP] [Vulkan] Crash on vk::DataBuffer::CreateResource on opening Shader Graph Sample Project with Vulkan API

Vulkan

-

Editor crashes on importing Shader Graph Sample for HDRP from Package Manager and loading Sample Scene with Graphics API set to Vulkan.
The console displays "Vulkan - out of memory" errors before crashing.
Refer to the attached video

Steps to Reproduce:
1. Create a New Project with HDRP template
2. Window > Package Manager > High Definition RP 8.0.1 > Update
3. Edit > Project Settings > Player > Other Settings > Uncheck Auto Graphics API for Windows
4. Add Vulkan and restart Editor as prompted
5. Package Manager > HDRP > Samples > Shader Graph Sample > Import
6. Load "Sample Scene"

Actual Result:
Console displays "Vulkan - Out of memory!" and Editor crashes

Expected Result:
Sample scene loads gracefully without any errors

Occurring on with Package:
2020.2.0a2 (8.0.1), 2020.1.0b1 (8.0.1), 2020.1.0a26 (8.0.1, 7.2.1, 7.1.8)

Working Fine on with Package:
2020.1.0a26 (7.1.7), 2019.3.4f1 (7.1.7)

Environment:
Windows 10 only

========== OUTPUTTING STACK TRACE ==================

0x00007FF6EF923416 (Unity) vk::DataBuffer::CreateResource
0x00007FF6EF925025 (Unity) vk::DataBuffer::Initialize
0x00007FF6EF8EAAFA (Unity) GfxDeviceVK::InitializeBufferInternal
0x00007FF6F26849E1 (Unity) GfxDeviceWorker::RunCommand
0x00007FF6F2688A7C (Unity) GfxDeviceWorker::RunExt
0x00007FF6F2688E68 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FF6F0609400 (Unity) Thread::RunThreadWrapper
0x00007FFDBF1D7974 (KERNEL32) BaseThreadInitThunk
0x00007FFDC1BAA261 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

  1. Resolution Note (fix version 2022.2):

    Your GPU only has 3 GB of dedicated memory. Some of it will be reserved by the OS and other applications. In the current state, it is an insufficient amount of VRAM to run HDRP with all the features enabled (and set to high resolution). We plan to optimize the memory usage, but in the current state, this is expected. As a workaround, try disabling certain effects and reducing the resolution of textures/buffers where it's possible. Also note that the Editor will typically consume more memory than the Player.

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