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Question Detecting GPU incompatibility instead of just crashing?

Discussion in 'High Definition Render Pipeline' started by chemicalcrux, Jan 28, 2023.

  1. chemicalcrux


    Mar 16, 2017
    I turned on cloud diagnostics for an HDRP game of mine, and all of the native crashes I've seen so far appear to be from users with very low-powered devices -- Intel and AMD integrated graphics, or very old discrete laptop GPUs.

    Here's one example of a stacktrace:

    lane_guts (C:\build\output\unity\unity\Runtime\Jobs\Internal\JobQueues\ujobs\ujobs.cpp:1061)
    wait_for_handle_done (C:\build\output\unity\unity\Runtime\Jobs\Internal\JobQueues\ujobs\ujobs.cpp:1496)
    ujob_wait_for (C:\build\output\unity\unity\Runtime\Jobs\Internal\JobQueues\ujobs\ujobs.cpp:1545)
    ClearFenceWithoutSync (C:\build\output\unity\unity\Runtime\Jobs\Jobs.cpp:17)
    SyncFence (C:\build\output\unity\unity\Runtime\Jobs\Jobs.h:286)
    ScheduleBatchedScriptingJobsAndComplete (C:\build\output\unity\unity\Runtime\Jobs\BatchedJobs.h:44)
    JobHandle_CUSTOM_ScheduleBatchedJobsAndComplete (C:\build\output\unity\unity\artifacts\Win\Modules\Win64_VS2019_nondev_m_m\Bindings\CoreBindings.gen.cpp:9499)

    Is there anything I can do to check for this incompatibility other than just seeing if the game crashes? I imagine this is very confusing for the end-user...

    I do know that you can check if compute shaders are supported. Perhaps there's a combination of those flags that can be used to get a good guess?
    Last edited: Jan 28, 2023