Hello everyone,
I’m using UE 5.7.1 with DLSS v8.4.0.
I have Texture Collections in my materials, which require [ShaderPlatformConfig PCD3D_SM6] bindlessconfiguration = All to work under DX12, but this will lead to a crash when DLSS is on.
In comparison, everything goes well in Vulkan or UE 5.6. I am looking for solutions and any help is appreciated. Here’s the crash log:
LoginId:92e9ee8a4f84408d19749cb8f11a3b00
EpicAccountId:0d5be2eb998a4271ac41ca0f30b81078
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010
UnrealEditor_D3D12RHI!FD3D12DescriptorCache::SetDescriptorHeaps() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:90]
UnrealEditor_NGXD3D12RHI!FNGXD3D12RHI::ExecuteDLSS() [Z:\_stage\UEDLSS4Plugins_5.7\Plugins\DLSS\HostProject\Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp:499]
UnrealEditor_DLSS!``FDLSSSceneViewFamilyUpscaler::AddDLSSPass'::`60'::<lambda_2>::operator()'::`2'::<lambda_1>::operator()() [Z:\_stage\UEDLSS4Plugins_5.7\Plugins\DLSS\HostProject\Plugins\DLSS\Source\DLSS\Private\DLSSUpscaler.cpp:1190]
UnrealEditor_DLSS!TRHILambdaCommand<FRHICommandListImmediate,``FDLSSSceneViewFamilyUpscaler::AddDLSSPass'::`60'::<lambda_2>::operator()'::`2'::<lambda_1> >::ExecuteAndDestruct() [C:\packman-repo\chk\UnrealEngine\5.7.0-Win64-1\Engine\Source\Runtime\RHI\Public\RHICommandList.h:372]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:542]
UnrealEditor_RHI!FRHICommandListExecutor::FTranslateState::Translate() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1096]
UnrealEditor_RHI!`FRHICommandListExecutor::FSubmitState::Dispatch'::`10'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1043]
UnrealEditor_RHI!FRHICommandListExecutor::FTaskPipe::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:740]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FBaseGraphTask> const &),0> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:696]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:518]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:791]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:680]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:212]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
Spec:
RTX 4080
Studio Driver 591.44