Failed to Init AfterMath with D3d12 in UE4

The error msg is:
// Debug layer not compatible with Aftermath.

The aftermath version with ue4 is 1.3. Any thoughts about this error ? how to fix?


Thank you for your feedback on the Nsight Aftermath SDK. Please disable the D3D12 debug layer and let us know if this fixes your issue.



Thanks Darrell, It works with turning off debug layer, but it just provide few information about the crash.

Inform like this:

[Aftermath] 62: Frame 63
[Aftermath] 63: Frame 2270
[Aftermath] 64: FRAME
[Aftermath] 65: Scene
[Aftermath] 66: DirectLighting
[Aftermath] 67: ShadowedLights
[Aftermath] 68: decorateMap.DirectionalLightDecorate_0
[Aftermath] GPU Stack Dump

Is there any other settings to get more information of gpu crash, something like buffer/data/function error ?

When I enable dx12 debug layer, I get some logs like:

[2019.09.12-03.20.42:024][600]LogSlate: FSceneViewport::OnFocusLost() reason 2
D3D12: Removing Device.
D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). [ EXECUTION ERROR #232: DEVICE_REMOVAL_PROCESS_AT_FAULT]
D3D12: BREAK enabled for the previous message, which was: [ ERROR EXECUTION #232: DEVICE_REMOVAL_PROCESS_AT_FAULT ]
Exception thrown at 0x00007FFC0D22A839 (KernelBase.dll) in UE4Editor.exe: 0x0000087A (parameters: 0x0000000000000001, 0x0000002ECB82BCC0, 0x0000002ECB82DAB0).
Unhandled exception at 0x00007FFC0D22A839 (KernelBase.dll) in UE4Editor.exe: 0x0000087A (parameters: 0x0000000000000001, 0x0000002ECB82BCC0, 0x0000002ECB82DAB0).



Thank you for your additional feedback on Nsight Aftermath. I am in discussions with our Devtech engineer here about your situation.

According to our engineer, you are in the shadowed lights regime and the item you are working on is DirectionalLightDecorate_0. All the event markers are pushed on the the Aftermath stack, so this one should have it down to a fairly small number of draws. Unfortunately, the callstack dump is going to be pretty useless, because you’re going to just be looking at the RHI thread eating tokens out of a buffer.

We would like to know if you have a repro or map that you can share so we can provide further help? Please let me know.