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[BUG] - crash when longtime run PixelStreaming #478
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whether ue editor use directx12 or directx11 all crash. |
after change VideoEncoder.h TSharedPtr& To TSharedPtr, i test stream full editor in ue5.2, browser and editor still crash and show error: Use -d3ddebug to enable the D3D debug device. The UE-xxx Editor has crashed and will close Fatal error: [File:C:\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 873] |
Is this crash after running for a long time, or is it happening instantly? I'd suggest trying to launch with Cheers |
I use -d3ddebug testing,find some error log,but not crash until now. LogWindows: Failed to load 'WinPixGpuCapturer.dll' (GetLastError=126) |
seem memory leakage still exists after change TSharedPtr TChildResource, still appear "Out of video memory trying to allocate a rendering resource. Make sure your video card has the minimum required memory, try lowering the resolution and/or closing other applications that are running. Exiting..." |
Okay, interesting. From our internal QA, this solution fixed the memory leak and we've been able to have instances running for days without crashing. To double check, I'd try running a sample project (eg the Third Person template) and seeing if that still crashes with the Out Of Memory exception. Let me know how that goes and we can see what to do from there. Cheers |
I run pixel streaming not in game such as third person template, i run in full editor pixelstreaming. |
Ah yes, there was a memory leak in the editor PixelStreaming video input.
This has been fixed in later versions of the engine.
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Subject: Re: [EpicGames/PixelStreamingInfrastructure] [BUG] - crash when longtime run PixelStreaming (Issue #478)
I run pixel streaming not in game such as third person template, i run in full editor pixelstreaming.
my computer memory total 32GB.
my operater in full editor pixelstreaming is click editor custom button, it will createproc to importassetauto,after auto import one asset, proc will finish and loop createproc to importassetauto, in my computer memory will increase until Out of video memory.
but do same operate in editor not full editor pixelstreaming memory is enough do this,so i think is full editor pixstreaming(not game pixstreaming) memory problem.
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https://github.com/EpicGames/UnrealEngine/commit/ea8a1723f1c1ef25c529232aa7cd3cff76ce3962 change as later version of the engine,effect is not improve markedly in my test. |
Hey @Belchy06 , a good update for you, except synchronization VideoEncoder code, i change GraphicsRHI to dx11, set DynamicGlobalIlluminationMethod to 0 in DefaultEngine.ini, then ue5.2 full editor streaming run normal, make use of memory very stable, memory keep Low utilization rate. but i don't indeterminacy which change play a decisive role, dx11 or DynamicGlobalIlluminationMethod or VideoEncoder code |
Same issue here. Will this fixes be deployed to 5.3 ? |
UE Version:
UE 5.2
Frontend Version:
UE5.2-0.6.5
Problem component
Frontend, Pixel Streaming C++ plugin
Description
after long time run full eidtor PixelStreaming from browser, UE editor crash and show "out of video memory trying to allocate a rendering resource. make sure your video card has the minimum required memory, try lowering the resolution and/or closing other applications that are running. exiting"
Platform (please complete the following information):
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