Search Issue Tracker
Won't Fix
Votes
0
Found in
5.0.0a16
Issue ID
620005
Regression
No
Render texture that renders itself causes crash when set to 15000x15000
A render texture that renders itself causes a crash when it is set to 15000x15000
Render texture of 15000x15000 pixels in size will most likely consume so much graphics memory that it'll simply run out of vidmem. Just the color buffer alone takes some 850megs, plus depth and whatever other memory structures the GPU will need for that. No wonder it'll crash =). Unfortunately we cannot reliably detect all of these cases, so there's always going to be situations where Unity will just crash when it runs out of vidmem.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Select Preset "None" icon changes after switching tabs
- [Android] Crash when using xxHash3 and targeting the ARMv7 Architecture with IL2CPP Scripting Backend
- GameObject reference in a Script Component becomes missing when unpacking a variant of another Prefab variant
- Project Settings vertical separator position is not synchronized with the mouse position when dragging it horizontally
- Crash on PhysicsDebugDraw::SelectFiltering::Update when entering play mode with Physics Debug window docked and unfocused
Add comment