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Won't Fix
Won't Fix in 6000.4.X
Votes
1
Found in
6000.0.60f1
6000.2.10f1
6000.3.0b7
6000.4.0a3
Issue ID
UUM-128986
Regression
No
[Vulkan] Crash on with multiple stack traces when rendering large Terrain with specific hardware
How to reproduce:
1. Open the attached “IN-122137.zip” project
2. Observe the crash
Reproducible in: 2023.2.0a1, 6000.0.60f1, 6000.2.10f1, 6000.3.0b7, 6000.4.0a3
Reproducible on: Windows 10 (RTX 2070 Super), Windows 11 (Intel(R) UHD Graphics)
Not reproducible on: Windows 11 (RTX 3080 Ti Laptop)
Notes:
- Could not reproduce in DirectX 11
- Reproduces with DirectX 12 and Vulkan
First few lines of stack trace (6000.3.0b7, DirectX 12):
0x00007FFFACD066BF (Unity) D3D12SwapChain::CreateHWND
0x00007FFFACCA5FCD (Unity) D3D12Window::D3D12Window
0x00007FFFACCE94AE (Unity) GfxDeviceD3D12Base::CreateGfxWindow
0x00007FFFACBBA934 (Unity) GfxDeviceWorker::RunCommand
Stacktrace on 6000.4.0a3 (Vulkan):
{noformat}
========== OUTPUTTING STACK TRACE ==================
0x00007FFFAECA4F66 (Unity) vk::RenderSurface::CreateColorSurfaceImpl
0x00007FFFAECA5434 (Unity) vk::RenderSurface::CreateColorSurfacePlatform
0x00007FFFAEC79085 (Unity) GfxDeviceVK::CreateColorRenderSurfacePlatform
0x00007FFFAE952C06 (Unity) GfxDeviceWorker::RunCommand
0x00007FFFAE95F83C (Unity) GfxDeviceWorker::RunExt
0x00007FFFAE95F96F (Unity) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FFFAF63BD2C (Unity) Thread::RunThreadWrapper
0x00007FFFF70D7374 (KERNEL32) BaseThreadInitThunk
0x00007FFFF819CC91 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ==========={noformat}
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Resolution Note:
Thank you for reporting a bug to Unity.
We've reproduced this issue using configurations similar to the specified hardware and have found that the issue stems from Vulkan being unable to allocate memory after a certain point in the runtime. When this happens, Vulkan will return a failure to create a resource and Unity will be unable to continue if that resource is vital to the scene in question leading to a fatal error.
Integrated GPU's do not have dedicated VRAM. They share their RAM pool with the host RAM and as such, loading extremely large resources in Unity will create a situation where the file being loaded consumes a significant amount of RAM before any "GPU" memory is requested.
To work around this, either use a system with a dedicated GPU and sufficient VRAM to load your scene or consider breaking up the offending assets into smaller pieces that can be enabled and disabled to reduce the overall memory pressure.
Resolution Note (6000.4.X):
Thank you for reporting a bug to Unity.
We've reproduced this issue using configurations similar to the specified hardware and have found that the issue stems from Vulkan being unable to allocate memory after a certain point in the runtime. When this happens, Vulkan will return a failure to create a resource and Unity will be unable to continue if that resource is vital to the scene in question leading to a fatal error.
Integrated GPU's do not have dedicated VRAM. They share their RAM pool with the host RAM and as such, loading extremely large resources in Unity will create a situation where the file being loaded consumes a significant amount of RAM before any "GPU" memory is requested.
To work around this, either use a system with a dedicated GPU and sufficient VRAM to load your scene or consider breaking up the offending assets into smaller pieces that can be enabled and disabled to reduce the overall memory pressure.